dismemberment in SP because it was write protected (or was this just a case of using the command line?) Anyway this mod makes it so everyone is dismemberable, everyone spews out blood AND you get the gore sounds too. This is not for the faint of heart or for those who distain from blood in video games - some people love the realism, some people find it very bad...then they go off on a tangent of blaming kids behaviour on it...but anyway!
Actually on that note, let me quote the readme as it makes a valid point
-Its a game. In the immortal words of Bart Simpson: Don't have a cow, man!
-If you have an argument against blood, don't download this file.
Talk about in the forums, please don't jam up the comments with arguments.
See that? "please don't jam up the comments with arguments"...we don't like that here anyway so head the readme!
It actually works really well! The blood looks very much like blood does in most games where it's there by default, clear puddles on the floor with splashes around it and a spray when you first strike someone, it's definately one of the better blood mods out there. Even down to the spot on color and transparency, all nicely done. I have to say thanks to the added noises too; they really make it stand out!
-WadeV1589-
[file="81937"]Check here for a JK2 version of this mod![/file]

a little different. That is where this mod comes in! This mod subtly changes various animations, such as the grip, pain and death animations. My particular favourite was the back flip death animation, watching stormtroopers back flip is always amusing. ;) I also liked the dodge type of animation what happens when an enemy is shot, it does indeed look like the enemy is trying to either dodge the blaster bolt you have just fired at them, or is reeling in pain after just being shot.
You can get a better look at what the animations will look like in the screenshots below, although to actually see them [i]animated[/i] you will of course have to try this mod ingame!
So, if you fancy a change from the usual JKA pain and death animations, give this a shot! (Pun intended).
~Nozyspy~

I'll leave the accuracy up to you, but I find the design to be spot on. The saber half of this mod is definitely a keeper. Normal and backhand versions are available. Oh, and did I mention the animation changes to the backhander? :P
[b]Effects[/b]
From clashes, to lightning, to saber blades, the overall quality of the effects half is rather good. Personally, I find the saber blades to be the best part, but that's a matter of opinion, unfortunately. :P
Overall, a nice little mod, and worth the download if you like that saber!
~Crazy
[i]Ah, nothing like a nice and short review, eh?[/i]

here. v1.5 - the earlier release - features more of a "splat" variant, which while more moderate than the latter, is a tad more cartoony. I'll give the new sounds one thing to their credit - they sure are squicky. v3.1 differs from v1.5 in that it's more of a 'spurt' effect. Think GTA Vice City after blowing someone's limbs off, and you're not far wrong.
Obviously, as with any mod that comes in two versions, only install one at a time. Other than that if you want a bit of 'realism' - or you're just one seriously sick puppy - this one may interest you. It's definitely more vicious than other blood mods I've used.
~ Kouen

never anything on this level. I present to you, Movie Battles II, the product of untold hours of work from some of the best and brightest skinners, mappers, coders and modder's ever to play Jedi Knight.
I have to say a massive thank you right now to the Movie Battles II team, not only for allowing me to review their gargantuan mod, but also for allowing us to host the file here on JKFiles, where it will join the ranks of the most famous Jedi Knight mods of all time, here in our Great Library of Jedi Knight-exandria. ;)
This is going to be a biiiigg review! Whew, where to start?!
Well, firstly I have to say that although I really love the mod and think it is great how it has become so popular, popular enough indeed to have its own community within the wider JKA community, I cant help but feel a little worried.
Why? Well, I cant help but feel that in order to produce a mod of such grand scope and fantastic quality, they have poached some of the best talent from JKA in general. For example, many of the incredible skins, weapons and even maps are only available for MB2, which is kind of a loss for the JKA community in generally, unless you are somewhat sneaky and take a skin out of the MB2 assets and pack it up for personal use in JKA. Ehm, not that I am endorsing that at all... muahaha... ;)
Personally I would really love to see more of the MB2 assets available to base JKA players in general, since that would help keep [i]both[/i] communities strong and provide us with a long stream of excellent files to review! But that is of course up to the MB2 team and the individual authors.
Since this is the latest version of Movie Battles II, what improvements does it include? Well, for a more comprehensive list you can see the changelog, but to highlight some of the major ones;
[*] Multiple new maps, including the Emperors Spire and Malachor V
[*] Updates to various existing maps, such as Duel of the Fates and Tatooine.
[*] Fantastic mini-maps for most of the maps, which give you a detailed overview of your location in the map and the location of others, you can also enable a larger overview map from the Movie Battles II options. This is one of my personal favourite features!
[*] Lots of new bug fixes.
[*] Lots of new gameplay tweaks and improvements, including the abilities purchases using the points system (again, see the more detailed changelog for details!).
[*] Some new weapon sounds and various improved effects.
[*] Too many more to mention right here!
So what kind of features does this gigantic mod have? Weellll...
[b][u]Models and Skins[/u][/b]
For starters, there is a vast selection of models and skins there are available to choose from, out of each class that you can choose from ingame, there are several, sometimes even a dozen or so, different skins or models you can choose from. For instance, the Sith Class features, among others; Darth Traya, Count Dooku, Jerec, several versions of Darth Maul, Darth Malak and even Darth Talon! And that is only one [i]class[/i]! Along with that there are yet more skins/models available in Full Authentic mode that are not available in Open mode, including, but not limited to; Darth Revan, Bastila, numerous Clone Trooper skins and other equally cool characters! (PLEASE MB2 guys, release that Revan skin for Base JKA, that would be an instant hit!).
Bear in mind that these are all made by top notch modelers and skinners, and so all are fantastic quality. Most of the custom models/skins also have custom sounds to go with them, rounding them off nicely. Multiply this by the several classes that there are to choose from, both on the light and dark team sides and you get a he amount of skins and models, the work that must have gone into the skins and models along must have been huge.
[b][u]Weapons and Effects[/u][/b]
Then there are the new weapons and the effects that go with them. For instance, there is the Westar M5 and BlasTech A280 Blaster Rifles, (I happen to own a very nice A280 in Star Wars Galaxies ;)) as well as the Fallann Hyper Rifle as used by Zam Wesell in Episode II. Various weapons also have additional features which can be unlocked by purchasing points in the relative categories in the points screen, For instance if you fully upgrade the A280, not only do you get the ability to rapid fire, but also a sniper scope too, further increasing the weapons potency.
That's not to mention the rocket launchers and various pistols and carbines, all modeled in high quality and with custom effects and sounds! Then there are several different kinds of grenades as well, which are available to particular classes (once you have spent the points to get them of course). While I am on the subject of effects, I should mention that you definitely need to play ingame to see how good they are, since no screenshots could do them justice. The way lumps of debris fly out of an explosion with a trail of dust and other such things are much more realistic than the Base JKA effects and definitely add to the combat. There are also two different levels of effects, normal; which is, well, normal, and high; which is more graphically intensive but also looks much better. Obviously if you have a powerful computer, you will want to use the full fat 'high' mode. But its good that there is also a lower setting so that people with older computers aren't shut out.
The lightsaber blades and trails though are something pretty special. Unlike the base JKA saber blades and trails that we are all used to, when you swing a lightsaber in MB2, the trail actually looks like like the sharp blur (oxymoron's FTW!) of a moving lightsaber as you see in the films, rather than just a fuzzy trail out behind the blade like they are in Base JKA. The only other mod to my knowledge that has this impressive effect is the Open Jedi Project. PLEASE somebody make a mod which gives us these kind of movie realistic blades and saber trails in Base JKA!
[b][u]Maps[/u][/b]
Well, I already mentioned that this latest version of MB2 adds the Emperor's Spire and Malachor V, among others to MB2's already impressive repertoire or maps. Some of the other movie themed maps include, but are not limited to: Mustafar, Tatooine, Mygeeto, a Trade Federation Battleship (as seen at the start of Episode I), The Star Forge, The Valley of the Jedi, Kamino, Utapau, the Tantive IV and many, many more! The maps are the only area where I feel some improvements could be made, since some of them date to way back and aren't up to the same kind of standards of detailing and such that the newer maps are. That isn't to say older maps such as Lunar Base aren't great too, in fact gameplay wise they are just as good as the newer ones, I just feel they could do with a bit of a sprucing up detail wise. Speaking of Lunar Base, I just love that window which, when broken, sucks people out into space! In this new version, it also amazingly registers kills and team kills!
Some of the best mappers around have made maps for Movie Battles II, and no doubt as more updates are released more maps and locations will be added.
What is my favourite map? Well, that is a touch choice! So many of the maps are beautiful to look at (gotta love that Mustafar Skybox!) and feel alive and interactive. I did very much like the Malachor V Trayus Core duel map, since good KotOR 2 themed maps seem to be lacking from JKA, but I also liked Lunar Base because of its excellent layout and gameplay. But then Comm Tower is also a great map, and it reminds me of the original Jedi Knight and JK2 as well.
Well, I guess I cant pick a favourite myself, not without spending a lot more time playing MB2 to find out all the ins and outs of each map anyways.
As I mentioned earlier, many of the maps now also have mini maps which are displayed in the HUD, this is one of my favourite features as it actually shows a map, with [i]walls[/i], unlike the Base JKA radar map, which only shows objectives and such. This makes it much easier to tell where your team mates, objectives and enemies are in relation to the structure and layout of the map.
That brings me nicely onto...
[b][u]The HUD and Menu's[/u][/b]
As well as having a nice new mini map, the entire HUD has been revamped with new graphics. There are two new indicators on each side of the screen for your health, shields, ammo, force and saber style, which look much better and sleeker than the base JKA ones. I personally would love to see these parts of this HUD used for a Base JKA HUD mod, if any of the MB2 guys would care to make one for us *nudge nudge*. ;)
There is an options menu section dedicated to MB2 options, including setting keys for your class special actions (such as being able to sprint faster for a limited period etc.) and also a media section for setting your screenshot key, and the ability to set a key to record a Demo movie! Whilst I personally prefer to use Fraps, this is definitely a much needed option in JKA and one that I am sure people will find useful.
The menu's overall are easy to navigate and look good, the main menu, with that picture of the sun bursting over the horizon of Coruscant is very nice, although I think it would be even better if there was a set of screenshots or images that the main menu background cycled through, just to add a bit more movement to it (since it seems a little still compared to the Base JKA menu, with its little video set in the middle).
[b][u]General Gameplay[/u][/b]
The main complaint that I have always had with Movie Battles II was that you can die quite quickly, and you don't respawn. That is unless you have spent points in the section which allows your particular class to respawn, 'reinforcements' I think it is called. This complaint has most likely come from being someone who has played and enjoyed a lot of Siege, a gametype in which the gameplay is fast and furious because people are constantly dying, respawning and running like headless chickens to get back into the action, making for some insanely frantic battles. Indeed on Siege Hoth, if you are a Rebel tech, its not uncommon to put up a shield on the bridge (to stop the AT-ST advancing) and then simply throw yourself into the chasm so you can die, respawn, and put down another shield. Since you often only get one life, maybe a few if you have spent points in 'reinforcements', in MB2 it stops this kind of insane gameplay, and thus it seemed a bit slow to me at first, since I died and then that was it.
However, as I have played MB2 more, I have come to appreciate the delicately balanced game mechanics which go into it, and once I got used to it, the dying issue didn't bother me so much, though I still personally prefer the ferocious gameplay of a 16 vs 16 Siege game, but that's just me! :P
The features I have mentioned above, such as the vast variety of weapons, skins/models and maps, along with different gametype's makes this pretty much a game in of itself and I can see who it has become so amazingly popular. The points system does take a little getting used to and you have to be quick when you start to spend those points where you want them before the round starts. The class system, and the abilities and weapons available to each can also be bewildering at first, but with a bit of practice you will soon get used to it!
One nice new feature for this version is that you can now continue to move while using voice chat, which makes the process both quicker and less hazardous to your health. After all stopping in the middle of a fight to open up the voice options and find the button for 'roger!' is likely to get you killed! This latest version of MB2 is full of neat little features like that, and I am sure more of the same will be added in future versions so further enhance gameplay.
[b][u]Conclusion[/u][/b]
All in all a monumental mod, more of an entirely new game in itself to be honest. If you want to know more about what is new for this version, then you should check out the changelog which is in the readme section below. The full readme for the mod can be found in the .zip.
The only downside with downloading this is the sheer insane size of it. In fact it is very close to the size of Base JKA itself!
This is definitely worth a download, and you guys had better make sure this gets to the top of our download charts, since the MB2 team is paying me 2 Millio... uhh, did I say that out loud?! Umm, cookies, that's it, yeah they are giving me cookies to review this. They aren't bribing me with millions of dollars to give them a good review, not at all. Complete nonsense!
Don't forget to view the videos below! ;)
~Nozyspy~
Subaru is awesome. There you go, I actually put that in here!
View the video below to get a taster of what Movie Battles II is like:
And here, for your viewing pleasure, a preview of things to come!

now, regardless of whether or not you play SP mods. In fact, download it now even if you don't have the game. Go buy the game while you wait. :p
Now, I know some of you may look at the file size and freak out - the installer is 875 MB. But it's worth every KB! I don't play SP mods very often, and I just couldn't stop playing.
So, let's begin!
First off, those menus are excellent. They are easy to navigate and they look nice. Two thumbs up for that alone. :thumbsup:
One of the unique things about this mod is that you can play on the good or evil side in most of the scenarios. Taking the side that is supposed to lose usually has some creative storyline involved...in fact, it's quite fun for those people who just love being extraordinarily evil for no reason. Like the first version, the only movie-based duels available are the prequels. I guess it would be rather difficult to create duels based on the original trilogy, what with them being less epic and all.
Episode I
[b]Short Negotiations[/b] covers the very first fight sequence in Episode I, where Qui-Gon-Jinn and Obi-Wan are sent as ambassadors to Naboo to resolve the trade dispute. There are many embellishments here, but overall, it's true enough to the original story.
[b]Outskirts of Tatooine[/b] is the duel between Qui-Gon and Darth Maul right before they depart for Coruscant. This one was mostly true to the story, the only thing it was missing was the bike at the beginning (unless I somehow missed it).
[b]Duel of the Fates[/b] - Wowie! Very well done. Beginning in the hangar bay and moving into the purply-white-lightning-tube section, this one had it all. It seemed like every little detail was checked with a fine-tooth comb. Everything worked wonderfully, with one exception - when I took over as Obi-Wan and the force fields released, I ran backwards and was locked out. After a very long, patient wait, I decided it was time to noclip back in and finish the job. The ending cutscene did not disappoint, either.
Episode II
[b]Escape Jengo Fett[/b] is a recreation of the fight between Obi-Wan and Jango on one of Kamino's landing pads. I didn't play the winning side, so I can't say whether or not the fight is entirely accurate. When I played as Obi-Wan, the fight consisted of Boba flying around shooting while Obi-wan tried to slash him up. After enough damage was dealt, a fistfight ensued.
[b]Tusken Camp[/b] should be pretty obvious by the name. Anakin is looking for his mother, and he has found the Tusken camp. The mission is simply to break into the tent from the back and discover your mother is dead. Then all tuskens must be destroyed. On paper, it's short, but in-game, it's a little longer than that.
[b]Geonosis Arena[/b] begins with Windu's appearance during Obi-Wan, Anakin and Padme's execution. I had some serious problems while testing this one...when the battle began and I jumped into the arena, the game lagged terribly. I assume this is because of all the AI calculations happening at once - but still, I'm running a 2 GHz core 2 duo - I shouldn't have any problems with that. Immediately afterward, I was looking for the path to travel on next, and I stumbled on a door that could be force pushed. On opening it, I was able to walk outside the map and see the void in many areas. It was obvious I was on the wrong path...so I turned back and found the correct one. After rescuing Shaak Ti, Jango Fett jumped onto the field. He was the final boss.
[b]Battle of Geonosis[/b] was probably the least accurate. A large part of this is due to limitations of the engine and the lack of SP source code, so I'm not going to make a big deal out of it. I just expected "all forward positions are advancing" to mean that somebody, somewhere, was actually advancing. :p
[b]Count Dooku's Escape[/b] is the long duel sequence at the end of Episode II with Count Dooku. Everything seemed accurate here, and I didn't see anything wrong. I think the force battle between Yoda and Dooku could have been elongated, but that would have detracted from the play time.
Episode III
[b]Rescue Over Coruscant[/b] - Defeat Count Dooku. Anakin and Obi-wan fight at first, then you go solo as Anakin. Not much else to say here.
[b]Engage General Grievous[/b] includes the original confrontation on Utapau and the ending on the landing pad, where Obi shoots Grievous' insides out. It was a little short, but c'mon, did you really expect to see the entire chase scene recreated as well?
[b]Arrest the Chancellor[/b] was probably the best one, aside from Duel of the Fates. Windu and his three Jedi accomplices walk into Palpatine's office to arrest him, and he fights back, saber in hand. Eventually you, as Windu, force palpatine to beg in the corner of the window, then Anakin shows up. From there, your destiny is in your own hands.
[b]Attack on the Jedi Temple[/b] was hard. Only a few scenes from here were shown in the movie, like the killing of the younglings. But now, instead of the camera cutting away after your lightsaber comes on, you get to kill them yourself. On top of that, you have a lot of jedi to slice through on your way to the center of the temple.
[b]Assassination on Mustafar[/b] involves only one faction - Anakin. You are sent to Mustafar to "take care of" Viceroy Gunray and the other separatist leaders. I was unable to complete the mission without noclip, however - I couldn't figure out how to turn off the force field. Otherwise, well done.
[b]Retaking the Jedi Temple[/b] - Obi-Wan and Yoda have already fought through the clones outside, and now they need to clear out the inside of the jedi temple. Clones are everywhere, and some of them have more than just guns. This was pretty fun - I loved running around as little Yoda, dodging shots and jumping into someone's face.
[b]Masters of the Force[/b] was the epic duel between Yoda and Palpatine, beginning in the room below the senate chambers and then moving up into the chamber itself for an extremely difficult end...the lightning that Yoda and Palpatine were supposed to shoot back and forth didn't seem to work right, though.
[b]Battle of the Heroes[/b] recreates the most intense master/apprentice duel ever in Star Wars. Anakin and Obi-Wan go head-to-head on Mustafar, from the landing pad to the inside of the building, and even across the pipes and onto the equipment hanging over the lava. There was a bug here where Anakin disappeared during a jump sequence...but really, that's easy to overlook when you consider how epic the rest of the duel is.
The Rise of the Empire
[b]An Old Enemy[/b] - Obi-Wan is hunted down by an old enemy that he thought he defeated long ago. It's Darth Maul - refitted with robots legs. Now you have to finish him off...on a rainy tatooine. Yeah, that was a major eye-popper. Rain on tatooine. But the duel was very interesting.
[b]Darth Vader's Redemption[/b] - to become a powerful sith lord, Vader must face his former self and defeat it for good. If he loses, Palpatine dukes it out with the good anakin.
[b]A New Hope[/b] was a neat surprise. For you TFU fans, here you go - a mission with Starkiller in it. I don't care for TFU at all, but if you do, I'm sure you'd be happy to play this one.
Challenge Mode
And if all that wasn't enough, you can play in challenge mode, which takes you from duel to duel with all the major characters. You can customize the character you play as. According to the readme, there are 15 stages. I didn't get very far...I think I should brush up on those lightsaber skills.
Along the way, I did spot many small graphical glitches and some areas I felt could use improvement. But I'm going to omit most of that - honestly, the vast amount of work that was put into this mod is incredible. Anyone with the commitment and patience to produce something on this scale deserves a huge pat on the back (at least) from everyone. There was one glitch on the menus that's worthy of note, though - Battle of the Heroes' missing description is incorrect until you start loading the level.
One last thing I'll mention - at first, I had difficulty testing this out, because none of the maps would start. Instead, I would be kicked out to the main menu with no error message and no way to quit the game except ctrl+alt+del. After several hours of checking installations and making new isolated copies of the game, I remembered to insert the game disc. From then on, it was smooth sailing. You may commence jeering laughter at me. But remember - if you get an error while loading a map, you will get no error screen and instead will have to ctrl+alt+del your way out of the game. It's not a bug - it's an engine limitation, and it's just a minor side effect of having an awesome menu setup.
If you still haven't started the download, do so, and play it when you get a little free time. You won't be disappointed.
~Dretzel

name a few ... with the JA+ mod you can have multiple duels at once, even full force duels, and all of those duels can be isolated so there's no duel interference, there's clan tag protection, option of having multiple taunts, lots of new emotes, a profanity filter, model size scaling system, new items including a grapple hook (perfect if you've just downloaded the new Spiderman skin) and a ton of other features. The newest features for the mod include a Mac patch so that Mac users (are there any out there? If so, freakin' email me ... I have a map I need you to test) can start a JA+ server, a JA+ server tracker, the clan tag protection I already mentioned, and Slider improved some of the already present features. This is an incredible mod that I would definitely be using because it's so configurable if I still ran a JA mod. Great work here. But I wonder, will it ever be done? ;)
~AmosMagee[/quote]
It seems to be spread on almost every server this mod. Whats so special about this version? Well I'm not going to list everything, since it would take years of scrolling, but these are a few of them:
[b]New Player Animations:[/b]
There are hundreds of interesting things here, you can now catch and hang onto ledges, to avoid falling. An extremely good thing for the movie makers out there.
The new moves are cool, melee and saber moves. Holstering your saber, when you switch to melee your saber goes to your belt, and if it's a sword it'll go in a holster on your back. It makes the game feel much more 'Jedi-Like'. Excellent for all you Role Players out there.
Amkiss, some people hate getting kissed by amkiss spammers, so there's an option to slap them by pressing the push key.
[b]JA+ Sabers:[/b]
There are a wide range of high quality saber models included with the mod, including the recent File of the week, Dragon's Wing v2, by hatrus.
[b]JK2-like moves:[/b]
There is an option that you can enable, that makes the moves and physics more like JK2, (Red DFA for example)
[b]Gender Support for missing skins:[/b]
What this is, is if you dont have a female skin, you will see someone who is wearing that skin as Jan, not Kyle
[b]Dimensions[/b]
This is somthing that might bring the FFA players and the Honor players together. In JA+ 2.3, there are 'dimensions', you type /amaltdim and you go to an alternate dimension (a no rules one) where there's no grapple hook, and you cant use admin commands on someone (except /amkick) there's no god-chat either there. This is an amazing feature which I'm sure will improve JA+'s status with FFA players.
[b]Ampunish and Amslay removed[/b]
Two commands that can be abused to hell have been removed
[b]Bug Fixes[/b]
A large number of bug fixes from the previous version are all here, check out the readme and stuff to see the list.
That's just some of it, there's quite a bit here. Everything else is still there too, besides ampunish and amslay.
Update your servers and enjoy the new features.
-Rink
[b]If you just want the client plugin go[/b] [url=http://jediknight2.filefront.com/file/JA_Client_Side_Plugin_v13;41256]here[/url]

honest, some attacks make a shiver run up my spine. Not only that, but there is also added effects, such as, and I quote; New lightning effects, saber blades, and clashing effects. Not to mention new sounds for each of these!
Lets start with the Blue stance. I'm not really sure how I'm supposed to describe this, but it seems to be a cross between the art of Fencing and the art of Stabbing at the Ground. As confusing as this sounds, the stance is actually really well done, with a unique spin to it. Literally! The usual Blue Uppercut has been switched around to, what I saw, a series of three spins, all attacking in front of you. This looks slightly silly in the middle of battle, not to mention it doesn't hit everyone around you. That is, unless my calculations were entirely off and I actually did hit that ninja that ran after me...
The second portion of the stances involves the 'fabled' Yellow stance. Now, this looks like an honorable position, however is extremely dangerous if put into a real life situation. In short, you hold the saber at a vertical position, what seems to be inches from your nose. Oh, don't get me wrong, the stance looks awesome. It just doesn't seem... practical.... Oh right, the attacks. Most of the swings have been changed, but none so much as the awesome Yellow DFA. Jumping into the air, cutting at the opponents below you, and breaking into a roll has never looked this amazing.
Ah, the last of the Single stances. This one is the combination between an axe murderer and a ballet dancer. This stance is possibly my favorite of the three, with an attack that literally caused me goosebumps. You remember the first attack Chancellor Sidi- I mean Palpatine did against those Jedi? Yeah, the one where he spun in a circle, while jumping. Wasn't that cool? I thought it was, which is probably the reason I love Red Stance. The Red DFA has been turned into what I like to call SuperSidious.
Now that we're done with the Single stance, lets move on to the speed demon Dual stance. This looks like something out of Soul Calibur, which makes me a very happy person. Alas, that happiness turned into confusion when I pulled up the Dual 'Uppercut'. It seems the player has a tendency to spin their wrists to the point where they would fall off, and they keep going. That confusion turned into happiness again at the end of the first part of the attack, where the user would repeatidly stab the opponent. And it looks awesome. The Dual DFA was harder to pull off, as I was constantly low on my Force power after defeating Raiden, God of Thund- oh, right, review. The user constantly swipes horizontally with both sabers, ending with something I... don't actually remember. I think I was electrocuted right before I did it...
Ah, the Staff. Quite an impressive device. Not only can you stab someone in front of you, you can either stab the guy behind you... or even yourself! Jokes aside, the staff has been changed. To my recollection, I remember the stance has been turned into a more docile, calm stance. The Staff 'Uppercut' has been turned into what seems to be a Lightsaber Helicopter. No, you can't fly. It ends with a repeated spinning stab move. The Staff DFA is similar, just without the Helicopter move. This time, the entire body spins in midair, attacking all directions.
Whew! So, the saber stances are over and done with, right? Nope! The stances also involve a new walk, which looks amazing if you're into the whole sword-at-side vengeful samurai 'you killed my father' stereotype. The run is the same for each Single stance, which beforementioned samurai can explain, but the Dual makes you run with your arms behind you, and Staff makes you run with the saber in a Bo-staff position. Melee stance has been changed, although it would be extremely useful if the hands were at your side in melee, instead of in front of you. Kinda like idle-saber.
To be entirely honest, I never actually used the Force powers, but I did see some difference in the saber. I believe it's brighter, with a more realistic feel to it. The clash effects are gorgeous, especially when I accidently Yellow DFA and decapitate my opponent throught their saber. Yes, I did that on accident...
The only few qualms I have are actually quite fixable. First, some attacks look entirely strange, meaning the spinhand in particular. The second one is that melee stance, also fixable with the right coding which I know Hirman has. Finally, the part that this is not an OJP modification like the last ones. I know it's stressful, and I know I don't play OJP, but other people might enjoy this on it.
Installation has been provided in the Readme (PLEASE read the readme, it's there for a reason. We can't just random generate these things, you know!), and most modifications are acceptable with things such as Movie Battles II and Jedi Academy Plus.
-FILE-
New Sounds - Yes
New Animations - Yes
New Overall - Yes
-Denariax-

closer look at this mod.
One of the features that many people have requested in a mod would be the ability to scale your model. You\'ll find that in this mod. I can\'t say that I\'m all that familiar with NPC\'s and their behaviour, but the new commands in this mod for NPC\'s sounds very cool. You can make the NPC\'s follow you, attack wherever you\'re looking or have the NPC\'s defend your position. The author plans to add a command that will allow you to toggle dual weapons, but it\'s not in this version.
Some other features include RGB sabers, several classes such as Shadowtrooper, Boba Fett and Emperor (though that one still has some bugs, according to the author). Vehicle weapons have apparently been fixed and vehicles limit has been set to 64. There are a bunch of other features - too many to list. Try this mod out and be sure to give feedback to the author. I\'m sure there will be many updates to improve upon this mod by SuperDindon. [/quote]
Well, SuperDindon has updated this mod and now you can wield two weapons at one time! Probably something many of you have been looking forward to. The other features that seemed to be a big hit with everyone are still there, and improved upon. If you notice any bugs, feel free to post here to let the author know, but don\'t just say \"OMG fix teh bugs!\" Let the author know exactly what kind of bug it is, how you found it, etc. Oh, and be sure to read all of the documentation included with the mod before running to the author and telling him his mod sucks and that it doesn\'t work. :) I\'m sure we\'ll see more updates to this mod.
~AmosMagee

sabers.
--------
To start off, I\'d like to point out something that wasn\'t made entirely clear in the readme: [b]This mod is meant for Single-Player[/b]
Now, the actual animations aren\'t that bad, but there\'s clear and definite room for improvement. To start, I found the slashes to be veeery slow compared to their normal counterparts. Not only that, but attempting to use any of the single-saber stances result in not being able to move at all. Also, the block/deflect animations still act as if you were wielding normal sabers.
On the plus side, what the author did to the left/right lean animations was pretty clever.
But then there\'s the cinematics. Well, to put it simply: [b]Just skip them.[/b]
Why? Because Jaden Galen simply stands there, no animation at all. Probably has something to do with how the backhand stance is achieved.
But aside from that, this stance pretty much works. Only a hand-full of problems to deal with.
You\'ll know if you want if, you backhanded addicts. :P
...Why are you still reading this? Seriously, you\'re creeping me out... -.o
~Crazy
...Ok, seriously, stop reading already!!
I\'m warning you...

the download link only!***
It has been almost an entire year since I reviewed the last version of the famous Force Mod III Classic Edition. That was v1.3A, somewhere along the line we must have missed out on 1.4, but now Venomous^Heart and Pitchest^Heart bring is v1.5, which includes lots of new features!
Firstly, I will paste in my previous review, as that covers most of the main features, and then we shall proceed on to the updates!
[quote]For those of you unfamiliar with the mod, it is a massive and far reaching project which changes many aspects of gameplay, from saber selection and combat, character classes and some fantastic little features available via the ingame menu, which I will come to later.
All you need to do is look at the saber selection menu and the incredible amount of detail which has gone into it, with melee damage charts for the various types of weapons. Add to that new saber colours and a whole new saber selection interface and it makes for an amazing change, though the complicated looking damage tables will not appeal to everyone. Check out the screenies below for an example. There have also been some changes to the force power menu, with several force powers now having a \'level 4\', or turning the force up to 11 you could say. Force jump in particular on power level 4 now allows you to jump huge distances. These level 4 powers obviously cost a large amount of points to purchase however!
As for character selection, as in Movie Battles II there is a wide variety of different characters to choose from ranging across several different classes, such as Jedi, Sith, Mercenary, Droid and more, with models and skins made by top notch modders.
Now onto the features that I was the most impressed with; take a look at the ingame menu and you will see a variety of new options, one of my favourites being the Music menu, which allows you to choose from a variety of Star Wars music, depending on your mood or what you may be doing; using something more dramatic if you are having a duel for example, or perhaps if you donâ€™t like the music used on a particular map you are on, you can pick from this list something which you would prefer to listen to whilst exploring or playing, or maybe just as a bit of ambience. Other features include a bonus button menu, which allows you to hide or show things like your FPS, the HUD, whether or not you want to render the weapon models, etc. which is great for taking good screenshots. I wish there was a mod like this for base JKA, it would save a load of faffing around using the /cg_draw2d and /cg_drawgun commands all the time to get good screenies! XD
Another cool feature which is great for both taking screenshots and adjusting your view ingame is the aptly named Views menu, which lets you adjust things like your field of view, and also rotating the camera around your player using slider bars, another cool feature for taking screenshots, especially of skins, like the bonus button menu, this would actually be a great feature for helping the process of taking screenshots of skins for when I am reviewing them. Rather than having to use the modelview.cfg method, which although it works fine, it would still be nice to have a graphical user interface to change the camera position.
Then thereâ€™s the Optimization menu, which allows you to either choose from a selection of pre-sets, or adjust settings via slider bars to help you optimize your connection and squeeze better ping, and thus less lag out of the game whilst playing online.
These are some absolutely fantastic features, and I would love to see these made into separate mods for base JKA, if they havenâ€™t been already, and if they have, please tell me where to get them!
There are of course many more features to discover and much more depth to this mod than I have been able to cover here, but I hoped I have managed to touch on some of the most interesting and unique ones. This mod is definitely worth a download for those of you interested in a fantastic Multiplayer mod with loads of great features and a distinguished history, keep up the good work Venomous^Heart!
~Nozyspy~[/quote]
As with last time, there are some great features here that I only wish someone would make as separate mods for Base JKA as well! I particularly liked the saber blades, very crisp and sharp, just like a blade of pure energy should look like, rather than the softer, less dangerous looking base JKA saber blades. The saber trails also looked much better; while not quite movie accurate like the OJP saber trails (some fancy coding/texture magic used there perhaps?) they looked much better than the default smudge that JKA uses! And that was just the default blade style... you can actually pick from various different blade effects, including the styles used in each of the movies along with various colours and even a colour changing blade!
I also noticed that there are a huge amount of new models and skins included which really adds some variation to choose from in the different classes and alignments, not to mention some of the unique weapons they can use. I was thrilled to see the inclusion of Exar Kun and especially a [i]proper[/i] Marka Ragnos skin, one that actually has legs, not the \'Sith Spirit\' version as seen in the game! I love to see characters that usually only appear in 2D in comics and pictures made into proper, usable 3D characters, though I think Ragnos could have done with slightly darker red skin, he seems a little pale for a member of the [url=http://starwars.wikia.com/wiki/Sith_(species)]Sith Species[/url]. Whoever made these skins, please release them for Base JKA too, I would desperately love to review Ragnos and Exar Kun individually!
I do have a few grumbles though. I found the lightsaber type and style selection menu to be a little confusing. Apparently most of the Jedi/Sith classes can only use the basic Blue, Yellow and Red forms as already found in Base JKA, but certain classes can put force points in a 4th box in the lightsaber section of the force powers menu, this allows them to use Dual and Staff sabers, as well as the ability to choose between different lightsaber forms, such as Juyo, Shii-Cho and Soresu among others. This may be my fault, down to the fact that I did not have time to properly read through the readme. However I think a help menu in game that explains the basics of how to choose a class and also how to spend force points would be a great help!
Overall this is a big and very impressive update to Force Mod III Classic Edition, I would recommend giving it a try if you havenâ€™t already! :)
~Nozyspy~
And now, for a full list of the updates, straight from the author:
[quote][u]New Additions and Model Changes[/u]
- Juyo Form improved with completely new updated animations.
- Two new Saber Styles added; Luminara Unduli (Soresu) and Marka Ragnos (Shii-Cho).
- â€œWookie Pikeâ€ weapon added to staff selection. This weapon will kill an enraged Wookie in a few strikes but makes for an extremely poor melee weapon.
- Models re-organized to fit the classes.
- Additional models added (see readme folder for credits).
- Added the Xtra small (XS) model size and assigned some models to this catagory.
- Ancient Sith skin now comes in 2 versions; the standard medium size for Sith saber classes and Extra Tiny (XT) for the Dark Sage class to compete with Jedi Ancient\'s shapeshifting ability.
[u]Combat Balances: Adjustments and Improvements[/u]
- Melee modifications throughout for improved balance (see ingame Melee charts for reference).
- Red/Purple forms given shortened duration JKA base yellow kata.
- Blue Lunging kata removed, replaced with fast forward slash attack.
- Butterfly kata returned to staff.
- Vong defense vs guns increased.
[u]Bug Fixes [/u]
- NPC\'s fixed with modified models (players using only default fm3 will be crashed by them).
- Twin saber flying kata replaced with tornado saber kata due to animation glitch with the first one.
- Bots edited to move better, use abilities better and fix bugs.
- Vong, Tusken, Noghri and Royal Guards no longer make saber sounds.
- Vong, Tusken, Noghri no longer have force adept taunts and have been given bonus martial arts moves.
- Royal Guards weapon glitch fixed and now have 2 forms with bonus martial arts, weapon sounds and a force adept taunt.
-Movement speed bonuses on melee weapons removed due to glitches.
-Power restrict removed from Grievous sabers and electro staff due to glitch.[/quote]
***Please note that due to the size of this file, we could not upload it to JKFiles directly. Please download it from here! The main download link at the bottom of the page contains a dummy file with the download link only!***

variety of custom player models and skins for [i]both[/i] multiplayer and singleplayer!
First of all, lets have a look at the changes to the singleplayer side of the game.
[b]Singleplayer[/b]
First off it is worth noting that this mod adds a huge number of excellent custom player models and skins made by a variety of authors, for you to choose from when you start a new game. Not only that but there are also customization menu options for many of these, allowing you to refine you character even further. If you want to play as a Shadowtrooper with blue, red and black armour, then you can! ;) If you want more detailed information, then be sure to check out the readme. There is also a cool little robe toggle thing, which allows you to put on or take off your outer robes on the fly, should you decide that you would rather use your robe with the hood up for a bit of sneaking around, or maybe take it off completely when battling a bunch of Cultists. This feature is available for both SP and MP.
Next up we have a revamped force points system and some adjusted force powers. The author has included two very detailed though rather long, readme\'s which outline the many changes, so rather than trying to describe them myself, I may as well let the author do it:
[quote]
=================================
- SinglePlayer Force Point System
=================================
At the moment it is quite a HACK, but it works, and that\'s the point.
Through the use of the menu system and external CVARS, I created a \"different\" (far
be it for me to claim \"better\") system for the distribution of forcepoints.
-Force Sense
I find that the Force Sense ability is supposedly innate to what a Jedi
is. \"Seeing things before they happen giving them god-like reflexes\".
If it were up to me, i would code in force Sense as being the most powerful
ability, instead of a simple \"item and secret finder\" that the single
player game makes it, or the \"bypass mindtrick\" ability that multiplayer
makes it. Thus, I have taken it out of the equation somewhat,
due to my current lack of modifying ability for the Single Player Game.
It is still incrementable like all other abilities, but it starts the
game at level 2.
-Saber Throw
I don\'t like saber throw. It\'s cheap, and impracticle. (Obi Wan: \"This
weapon is your life!\") The jedi should never knowingly chuck their saber
around the room. Our lightsaber is all we got. (I prefer to try to play
and beat the Jedi Knight games without ever using any other weapons,
however the placement of disrupter rifle snipers often forces me to play
sniper wars *grr*).
Anyway, Darth Vader(EP6) & Yoda(EP3) are the only Jedi to have been
witnessed throwing their saber, and it wasn\'t with any real \"boomerang\"
control, it was simply an agressive attack against Luke and a Clone
Trooper. Thus, I revamped how Saber Throw is given in the game. With the
default SaberPack all sabers are generically the same: all with default
values. The MOD alters this play to give each saber specific combat
capabilities and limitations, some of which include the inability to
throw the saber. Kicks are available to those sabers that aren\'t throwable.
However, since some sabers are throwable and others are not, Saber throw
starts the game at 0, and it is up to you to increase it wisely.
-Initial Forces:
Pull: 1 //Because of the ID-10-T error, some maps require you
//to be able to Pull/push objects. Also, it should be
//innate for a Jedi to be able to \"pull\" items
//(ie saber) to them.
Sense: 2
Saber Offense: 1
Saber Defense; 1
-Tier 1:
Game Start: 6 pts
Missions: 1 pt (2 if All Secrets found)
Total Points: 10 to 12 Possible Pts
-Tier 2:
First Mission: 3 pts (5 if Saber Favorite Weapon)
Missions: 1 pt (2 if All Secrets found)
Total Points: 7 to 12 Possible Pts
-Tier 3:
First Mission: 3 pts (5 if All Secrets found)
Missions: 1 pts (2 if All Secrets found)
Total Points: 7 to 13 Possible Pts
Total Points In Game: 24 to 37 Possible Pts
As you can see I did a little tweaking with the per mission point system. If
you find all of the secrets on a mission (eg: Post-mission menu shows
\"Secrets Found: # of #\") then, the next mission you recieve extra force
points for spending. This is remaniscent of DFII:JK. However it isn\'t perfect, as
some missions have secrets, but do not actually consider them as Secrets in the
\"post-mission debrief\". So, basically if after the mission it displays a \"Secrets
Found\" entry, and you have found ALL of the secrets for that level, you will recieve
the extra point.
[/quote]
Next up we have some heavy modding to the saber combat system. This is where it gets even more in depth; from what I can tell you are able to choose from a variety of saber hilts, each with unique abilities and styles associated with them. For more information, be sure to read the FlufMod_Saber_Info.txt which contains a lengthy and very detailed explanation of the attributes and damages associated with each saber.
[quote]
===========================
- SinglePlayer Saber System
===========================
-Select any Hilt, Any Style at start of game.
Sabers: Dual, Staff, Single
Stances: Medium, Strong, Fast, Tavion, Desann
Colors: Blue, Green, Yellow, Orange, Purple, Red.
Hilts: (See: FlufMod_Saber_Info.txt)
-New Style selection system based on increasing Saber Offense
If you increase your Saber Offense you will recieve the option to add an
additional style of your choice. This happens at the Weapon Selection
Screen. If you choose not to add a style at this moment, select NONE and
you will recieve no bonus style. After Hoth and Vjun you still recieve the
default new style as per the game, however at this point you can as well
select NONE and choose to retain only the styles you currently posess.
This acts now to make SaberOffense a tad bit more important, not just
style-wise, but also as your attack base. You can have only one style, but
a level 3 saber offense, so you are really powerful offensively, even though
you only use one style of saber combat.
Finally, this does not affect the MOD oriented hilt limitations. You
still retain ALL styles you gain in the game, even if a specific HILT does
not allow you to use it, so be careful about which saber hilt you pick and
what styles you pick for it. Especially after VJun, where you can \"build\" a
new saber hilt, so this may or may not affect styles learned throughout the
course of the game.
Also, after the VJun mission, where you str able to select a new saber hilt,
this has been altered to prevent changing saber types. You must stick with
whatever type of saber you began the game with. I personally like this better,
because as the game progresses, you are \"practicing\" saber techniques with
one type of saber. \"Obi-Wan: If only you\'d spend as much time practicing
your saber techniques as you do flying, and you\'d rival Master Yoda as a
swordsman.\" Hence, you don\'t really alternate between the saber types,
you focus on ONE type and get really good at it. With this as well, I
believe wholeheartedly in the role-play aspects, and thus if you increase
your SaberOffense with one type of saber, you should have to start from
Level 1 again for a different type of saber combat. Which, since I could not
code this effect with the limited resources available for Single Player mods,
I simply eliminitated the option.[/quote]
As the author states in his readme, and as you can see from the amount of time and detail he has put into this mod, he is attempting to add some more RPG and choice related aspects to JKA, which while it allows you more freedom in gameplay than JK2, is still pretty linear gameplay wise. I would really like to go into this mod in more depth, but the very fact of its complexity makes it difficult to test for a review since we generally donâ€™t have that much time, especially for huge mods like this. For the full effect, I would definitely recommend downloading this and starting a new game!
Now, thatâ€™s the major points of the singleplayer side of the mod dealt with, so what about the multiplayer aspects?
[b]Multiplayer[/b]
AS in singleplayer, there have been some significant changes to the saber system, as outlined below:
[quote]
=================================
- Saber Style Selection...
=================================
Yes, I think it is rather pointless, and annoying, for Raven to have coded
in 7 total saber styles, and yet you can only use at best 3 at a time. Sabering
is more than just 3 distinct methods, hell its more than the mere 7 animations
they\'ve included, and since I\'m not a modeller we\'ll just have to make do. Instead,
I basically opened up all the styles, Tavion, Fast, Medium, Strong, Desann, Dual,
and Staff, as a point based system using your Saber Offense Level.
Level 1 - 1 Point
Level 2 - 3 Points
Level 3 - 5 Points
This works out, because Dual and Staff cost 3 points as opposed to all other
styles 1 point. In addition to the Saber file scripts, you can configure the sabers
to bonus you with styles or limit others. Like Anakin\'s EP2 saber, is normal, but
his EP3 saber and Darth Vader\'s saber both have Desann learned, so you don\'t have to
buy it. On the server side, you can effect styles available with a server CVAR,
listed below. As well, Bot JKB files can use the same method of saber style flags
in their force power string. Using the same bit flag addition values as you would
for the g_SaberStyleDisable CVAR listed below (but only for the Styles not the disable
flags) you would append that value to the bot\'s personality\'s forcepower string as
follows:
Example: 7-1-222222202020003333-104
The -104 gives the bot the use of Tavion, Strong, and Dual styles, I think.
Not too good on the whole AI section of the source code, but they all use the same
parsing engine as it does for the player, so for now I believe it works, and I\'ll
keep testing for later revisions.[/quote]
To be honest, I really have to agree with the author here, considering that Raven used different saber styles and attacks for Tavion and Desann its quite annoying that they only included 3 styles for the single saber and 1 for the dual and staff sabers each. Its a shame that we have to resort to modding to include extra styles like Tavion\'s and Desann\'s, when I think Raven should have included these and maybe more styles to begin with so that we would have more variety in gameplay.
Along with this there have been many changes to the way force powers work, from the use of force points and force regen times, to adjustments of the various force powers, such as having to hold down the force speed (now called force dash) button in order to continue using it, which makes sense, as like the author says in his readme, Jedi donâ€™t just \'turn it on and off\'. There have also been some adjustments to saber throw, meaning the saber now flies in a strait line, a la Yoda in Episode III, and you now have to go and pick your saber up afterwards, as it no longer returns automatically to your hand.
There are many more adjustments which are explained in greater detail in the readme, which I wont paste in here since those alone are about three pages long! For more info be sure to read the readme!
So what does the author have planned for future versions of this mod?
[quote]
=================================
- Future Plans
=================================
First let me note that help is ALWAYS appreciated, especially from the
fine folks at the filefront.com forums and elsewhere on the \'Net who help
point out certain things and help me seek the location for things as well
as offering advice, pointers, and general answering of foolish questions modders
like me sometimes need. So anyway, in the end, this section is just a list of
things I would \"like\" to do in the future, but can\'t because I suck.
- Update Saber Deflections of standard Blaster attacks. I\'d like to
change it so that it would deflect some on its own, but if you
actively hold a key to \"contribute\" extra attention, your
deflection rate skyrockets. Very rarely did you see powerful
Jedi affected by blasters, especially when they were concentrating
on deflecting the missles. I\'d like to add the Concentration.
- Update a \"Sense\" radar. I dunno how exactly I\'d do this but I\'d
like to make some sort of radar that would indicate hostile
intention in a specific direction, for those rare moments when
that 2D screen is just to limiting on the peripheral vision
it would be nice to have the force work for us, point out
where that last shot came (or is coming) from.
[/quote]
Personally I think both of these ideas are excellent. The idea for the saber deflection modifications reminds me of the Star Wars Episode I Game, where you actually had to use the attack button to deflect blaster bolts, which I have to say was much more satisfying than just having it done for you! I also like the \'sense radar\' idea, this would be very useful in FFA\'s and it could also be quite useful on singleplayer, when you see the beam of a disruptor rifle graze your shields and want to know where the shot came from.
All in all a [i]very[/i] in depth and complex mod here. This wont appeal to everyone of course, but I am sure some people will absolutely love it! Just a note to the author for next time around though, I think it would be a good idea to include a simplified readme with a briefer outline of the features to make it easier for newbies to get started with the mod and also for the benefit of us reviewers to be able to quickly see what the mod features without having to do a lot of reading or hours of play-testing. ;)
Keep up the good work JaedenRuiner, your modding skills are impressive, most impressive! ;)
~Nozyspy~

a new review, as screwing around with said mod a little more allows for more beef. We'll attack some general features first, that will affect all players.
[b]General Features[/b]
XP System: No longer are points just for strutting around like a chicken whilst you hawk how good you are whilst you secretly cry inside realizing you have nothing better to do than bully kids in a video game =_O Now you have to earn some kills, and gain power =_= each time you join an OJP server, you will have a minimum set of experience points that you can allocate to gain a number of weapons, gadgets, saber stances, and force powers. I screwed around in the Abregado Casino map and gambled for points, and I found that you have to actually kill either a bot or an actual player to gain experience points. General ratio seems to be 3 kills = 1 XP. There are in fact some XP allocation rules(these being but a few):
- At certain XP levels, certain stances are locked from the player.
- Force Jumpers cannot invest in Jetpack, and vice versa
- A player must have 1 point in sense minimum to be a force user.
- Certain levels of force user can only invest in one level of gun usage to prevent that "god character" factor.
A good thing to note is that if you're in a hurry to get to the real fun, you can skip the whole "Kill, kill KILL, KILL, KILL" and avoid having to stack up all those kills just to get that toy you really want by adjusting the minimum XP count in the advanced server settings. One could also lock certain powers and weapons from here as well, as well as adjust a setting on this:
- Timer System: Have trouble with people killing themselves constantly? Chill them out by making them have to wait with a modified siege timer that prolongs spawning until it runs out. Whilst it can be very annoying, it's also very useful for setting points in between bouts of madness and violence. Don't like the timer on your server? Just set 'er to 0 and you can jump right back in.
- Holster System: Gunnery is now a more important aspect in this mod(more on that later,) and as such, the team found it appropriate to make things more realistic by coding in a nice system to holster your guns on your character whilst you are not using them. Only irk I found was that saber holstering really doesn't look good strapped to the front of your thigh, nor does it look comfortable. Yes, I'm guessing it's probably the whole "belt" thing, but on most models, it doesn't seem very applicable.
- Improved Bots and NPCs: There are some of us out there that don't have the expensive equipment to fight all the time against other players on the internet. Never fear, as the bots have been tweaked to use the OJP saber and gun systems accordingly. Experiment around, as some bots are inclined to use guns, whilst some use sabers. NPCs are now no longer psycho sugar addicts like they were in JA+, and now fight normally. Even the force using cultists do something instead of standing there punching the air idly! A lot of the old functions in JASP work as well. The howler now lives up to its eponymous name(although it doesn't seem to hurt yet.)The assassin droid returns and now effectively has a working forcefield.Even more interesting is that, should you fall to the new NPC AI, most of the time it will actually register as a kill as if you were slain by a player. Example being this most recent one:
"Averus Retruthan was blasted by Boba Fett"
That was me deciding to let an NPC kill me =_,=. Naturally not all the AI is up to absolute snuff, and there are still bugs to be worked out (I.E. some of the non-human NPC's guns are in the wrong places still,) but it's definitely a 1-up on the older MP AI.
- Dodge, Force, and Mishap Meter: One of the more critical elements of gameplay now relies on these three meters. These will control how long you will in essence "live," forcify, and still remain accurate, respectively referring to the above order. More will be applied as the necessary sections arrive.
- New Animations: A plethora of new animations from ledge grabbing to a proverbial backhand attack lie in wait for you. Take a look around and see what you can spot =_o!
- New First Person view: Gunners and saber users alike can experience battle now from the eyes of their player. Gunners will notice almost immediately that the gun is no longer at like..chest height. You can now look down and see where your gun is, and not feel like a total chode when
-CO-OP Mode: Haven't had a chance to try it, but now you can try SP in Cooperative mode =_=!
and finally..
- Vehicles: An older, not-as-remembered feature of OJP was that it was going to amplify vehicle functions in some respects. Unfortunately, there's not many functions to speak of on that part, as it seems to have been lost in the quest for saber research, but some vehicles now have some new alternate functions usable only in OJP. The only examples I can think of at this time are:
- The droideka can now rotate in place instead of having to back up and go forward like a cheap RC car.
(Found in - http://jediknight3.filefront.com/file/Naboo_Hills_21;31144))
- The [file="53196"]Tie-Phantom[/file] vehicle now has an active cloaking function on it.
Interestingly enough, some of the vehicles seem to attack on their own if not possessed by a player.
These are just but a few of the new general functions, I'm sure, but hopefully enough to have kept you going up until this point =_= now we shall attack the gun and force user aspects, in that order.
[b]Mercenaries and gunnery[/b]
Guns have finally returned as a force to be reckoned with. Guns are no longer dwarfed by saber using force users now. Cunning can be used effectively now, with the new gun effects.
General features of the weapons include:
- Ammo Clips/Reloading: every weapon now has less ammo on the count. Out of ammo? Good, reload =_=
- DEMP2, Trip Mines, Concussion Rifle? Locked out unless you use cheats.
- As forementioned, all guns are now no longer in your first person view by default. It's now more realistic =_>.
- Thermal Detonators now can be thrown with a new bind, so you no longer have to actually select the thermal and chuck it. Range is limited though,so don't try and throw it too far.
- Gun accuracy is decided by your level of XP in that slot and mishap meter. High mishap = start missing, even if aimed properly. In some cases, if you're not careful, you can be knocked down as well. Dodge will help you evade some of the more lethal attacks whenever necessary.
Now, I'll report the effects of each weapon:
- Blaster Pistol: Much more powerful shot. At level 3, you get a second pistol at your disposal, and your alt fire is activated, doing mishap damage to enemies, usually knocking them down if you power it enough. Suggestion: Allow the second gun to be an alternate upgrade, like the speed and ammo upgrades for the later guns.
- Melee: Effective and useful when outta ammo.
- Blaster: Good balanced weapon with an available rate of fire upgrade.
- Disruptor: Power seems to vary now with charging in scoped mode.
- Bowcaster: An effective powerhouse, now with available scope function at level 3 and a chargeable bolt (doesn't multiply.)
- Repeater: Converted into a DC-15 clone rifle. At level 3, an available ammo count upgrade can be made, and the blob can be now fired at the cost of...an entire clip. Quite effective, as the blob now induces knockdown and acts as an explosive(which will be covered later.)
- Flechette: Converted into a T-21 Rifle. Rate of fire controled by your tapping power. Damage is a little weak and sparse, in my opinion.
- Rocket Launcher, Thermal Detonator, Detpacks:
Weapons of the explosive kind don't seem to actually do immediate damage. If your dodge is high enough, and depending on where you are on the blast radius, you will be knocked pretty far. There's sadly no shrapnel or misc. damage, assuming you aren't knocked high enough where the fall will immediately kill you(a good percentage of the time.) If your dodge is low...well then, your body will be BLOWN TO PIECES AND ANNIHILATED.
Now, onto the gadgets:
- Bacta: Level 1 earns you small bacta, level 2 gives you big bacta
- Jetpack: The jetpack has been reinvented with a new dynamic animation system. Lot more heights can be reached with this jetpack, and quite quick. Runs on fuel, of course.
- Cloaking: Not much change. Still runs on fuel.
- Flamethrower: huge flamethrower effect that runs on fuel. Quite impressive to behold.
- Seeker Droid: Now fires stun charges, and if you hit the Use Item button, your Seeker will detach away from your perimeter and actively seek you out.
- Sentry Gun: Setup time required, but is a lot more durable and reliable.
- Forcefield: Now lasts longer, takes more impact, and even knocks 'tards who run into it down to the ground.
This covers the basics of mercenary combat. Now...
[b]EPIC FORCE USER COMBAT[/b]
Considered to be the proverbial "gem" of the entire mod by the makers, saber combat has been completely redone, and converted into a powerhouse of cinematically epic system of clashing, pwnination, and strategy. Mishap, Force, and Dodge Points now are tested to their limit. Force controls force attacks, including saber swinging. Low FP = slower swings,less force ability. Low Mishap can result in a slowbounce, stagger, knockdown, or even disarming your opponent of his saber! Also, you have to be a lot more careful in watching you and your opponents movements, as you won't simply just swing and hope it hits. You can now engage your opponent with Shii-cho, Djem-So, Soresu, Ataru, Nimen, Juyo, and Makashi(

always pondered why they'd bother to negate the other Alora model, other than because of the deformation hole in the back. Then again, that didn't stop the cultist from debuting, did it? Anyway, Vemarkis, a newcomer, has taken the initiative and finally fixed the issue, having the Taspir Alora utilize the other, previously unused alora model. It was instantaneously refreshing. IN-STANT-TANE-EE-USS.
I checked in SP to ensure it had the intended effect, and everything works perfectly. So little effort, yet such a big difference. Why this hasn't been done publicly before is beyond me, but no more. I'm definitely going to keep this around, as I personally appreciate the change, however minuscule it may seem. Acquire this if you use Alora at all, be it an NPC or if you play SP profusely.
- Averus Retruthan

Republic.
Well, first, I'll redirect you to [file="91004"]Nozy's original review of this file[/file], then... well, highlighting what's changed between the two versions is tricky, as the change log wasn't so specific.
And then... well, I can't really round off with a summation of the changes, since the changelog didn't specify exactly what had been altered between versions and I can't spare half an hour right now in order to closely examine each and every animation compared to the previous release, sorry.
Beat in mind that like all animation mods, you can only have one active at one time, and attempting to have more than one causes the others to simply not work. Richard would probably also throttle me if I didn't slap a big "DON'T TRY TO USE THIS WITH OJP!!!!" sticker across this review, because like any custom animation mod it will bugger up OJP's saber system, so the OJP community have been warned as well.
~ Kouen

conversion. Well, saying it\'s a sequel may not be completely accurate. It\'s really something of a replacement - a totally new story, twenty-five new levels, and plenty of new content to choose from. As it\'s very [i]very[/i] long, I tested the first level fully, and will leave the rest to you. However even just from the first level I can tell the quality is way up there. The puzzles are difficult, the levels, even on the easiest setting, are challenging, and the cutscenes are very good. The voice acting could have used a little work, mostly in just the sound quality area (a lot of the voice actors just seemed a smidge too close to their microphones), but the feeling of the characters comes across well enough.
The author recommends you remove all custom PK3s from your base folder in order for this mod to work. The main reason behind this seems to be the incredibly high number of NPCs in the mod - if you have extra NPCs in your base folder your extensions will be too long and you won\'t be able to play, so keep that in mind. However the mod comes with enough customization on its own that you probably won\'t feel the need to have extra mods when you play it.
I\'m not going to get too detailed on the features of this mod, but I will re-iterate a few things Darrow mentions in his read-me (which I strongly recommend you read). First of all, as I said, it has 25 brand new levels that were not included in the original EY4. Secondly, the interface of the game is new, including a \"chapters\" menu for easy level selection and a new saber menu (you can steal dropped sabers! yay!). It seems like after each level you can customize your sabers based on ones you acquired during the previous missions. So it\'s kind of like an \"unlocking\" system, from what I can gather. The TC also sports three, count \'em [b]three[/b], ending sequences, which is sure to keep you busy trying to get each one.
So if you\'re one of those types who loves single-player but whines and moans about how bad the single-player campaign Raven included is, here\'s your chance to try something a little bit more involved. However be warned - you\'re not ridding yourself of Rosh Penin!
~Inyri

author advises in order for this to overwrite, both files need to be used.
The Yun saber itself appears fairly sleak and smooth, with the author using two seperate shaders to add to it's glimmer. The actual concept derived from the Dark Forces II: Jedi Knight series. Now I did a search on this and came up empty handed as far as imagies go, and not being overly familiar with that game, I wouldnt know. But the saber is quite nice, simple in design, with no glitches being found.
This would be a nice saber addition to someone's collection.
~LK~

explain in his own words:
[quote]This is not a ladder. This is my Merry-Go-round Style Trainer. Designed to be hard, not excessively so, for intermediate to experienced players mainly.
Originally this map was a ladder, but that was really annoying. So I made kind of a Round-Robin thing. This latest incarnation (and the first one I\'ve submitted) features two Jedi at a time. They start one a hard level and one an easy. When you kill the easy one a harder one spawns. When you kill the hard one an easier one respawns. And they up and down like that.
You could call it a ladder, but I prefer something along the lines of a Merry-Go-Round.
This map was designed not to help newbies get better, but to hone the skills of intermediate to advanced players. (This is not to say that newbie shouldn\'t play it, just that they might get frustrated at first.)[/quote]
I played this for at least an hour and never survived long enough to know if there\'s an end to the NPCs, lol. As I\'m not the most skilled duelist, especially in JA, I\'m probably the n00b Bobo was talking about. ;) The only thing I would change about this is maybe get more of a variety in the enemies you battle (at least model/skin-wise) and add a briefing at the load screen with some information and hints.
Technical Data:
Pros:
1. Good solid dueling.
2. The Reborn Acrobat, Fencer, and Force-User skins from JK2 have been ported for use in this mod.
Cons:
1. None, except a seemingly infinite supply of minions attempting to wreak havoc on my body.
Rating: 8/10
JEDIofONE :mepimp:

easy to download, and you can finally be a sith of pure evil. Who wouldn't want that? I haven't tried it with the double lightsaber because I'm not gonna trudge all the way through the game again - however the readme says it works fine, so I'll just have to trust him ;) Ian Flynn - I believe in you. :)
~Szico VII~

version 2 of the original mod. Panda expressly told the author [i]not[/i] to refer to it as such, but he seemed to feel the need to anyway, so just keep in mind that this is nothing more than an unofficial fix/update and that pandapop999 is already planning a [i]real[/i] version 2 himself.
[i][b]Anyway...[/i][/b]
This changes a few things from the original, mainly being that speed has been increased, boss NPC stats have been normalized, and dismemberment has been added. This should appease those people who felt that the mod moved much too slowly. Certainly an improvement over the original in some areas, but you'll have to decide for yourself whether or not you want to replace the original with this one.
~Inyri

that I can say, so I'll let the screenshots speak for themselves ;)
Sorry for the bad screens, I had to learn to change the camera angle, then I took the screens on a dinky test map (others took to long to load). But hopefully you get the idea :p
~ Red Rebel

weird. In fact, they seem fairly hmmm ... what\'s the word I\'m looking for ... intuitive. To really gain an appreciation for this mod, you need to download it and play it yourself.
More than just stances have been changed. There\'s a list of all the changes in the readme. Check it out. I\'m thinking you won\'t be disappointed. [/quote]
The stances have been changed to include a stance from Episode III and a melee stance has been included as well. You\'ll find that some force stances have been changed also to make them more accurate to the movie. I\'m still quite impressed with this mod. And there are probably several of you out there who are such pure Star Wars fans that you\'d prefer the saber stances here versus the ones in Jedi Academy.
~AmosMagee

saber sound mods that I\'ve liked much for that reason. But some people feel that saber sounds like the ones featured in this mod are more \"realistic\" and therefore prefer these sounds.
Kudos to Aryyn for giving us some choice in our saber sounds. You have some updated \"normal\" saber sounds to choose from, or go with the more scratchy Sith sound, and if that doesn\'t float your boat, there\'s always the Luke and Yoda saber sounds that have a more \"powerful\" swooshing sound. If you\'re interested in some new saber sounds for Jedi Academy, this is a good place to start.
~AmosMagee

picked wisely. :p
And so, here is a nice little set of lightsabers from HOUOU. Anyone who played the console EPIII video game will instantly recognize this funky backhand fighting style.
And this is basically all the mod does, the author made a rather simple (but neat looking) hilt to go with his backhand lightsaber, called sniper. There are three pk3s included, a regular version of his sniper hilt, a backhand version, and a backhand Katarn hilt.
There are some major issues with multiplayer, as the game seems to crash when trying it out with all pk3s in your base folder (solo mode worked perfectly fine). The solution would be to pick one, and stick with it, or not use them in MP... After all, I doubt any server would simply allow exploits like that, but if you find one, enjoy.
~Metall Pingwin

creativity or effort. The
author basically attempted to adjust all the stats in the base .npc and .veh
files along with a couple of mods he coupled with it, (giving credits to
their authors.) and made the action more \"realistic.\"
First off, what kind of moving picture set are you talking about? You
included bloody dismemberment, and I don\'t recall any drop of blood ever
portrayed in the Star Wars movies and/or games you mention. The
blood vessels get seared shut, if I\'m not mistaken, although I do wish blood
and gore would be displayed on the big screen. (I made an entire remake of
the trilogy with blood and gore once.) Now then, onto technical aspects.
The stats are good, but the installation may be way over some folk\'s heads.
The author expects you to basically know how to use winrar (since he
submitted a rar) on a slightly higher level...bad assumption. In English, he
just put the ext_data folder in the rar and caled it a day. It made the
.rar very messy, and almost confusing. (Definitely for those who don\'t mess
around in pk3s)
Overall, this is for the bored souls out there who play SP and want a
change. The bloody dismemberment mod can work in MP, and everything else is
made basically for SP.
With that said, I shall go forth and raise an undead army and march to Bangladesh.
- Averus Retruthan

models, new cutscenes, animations, etc. All of this is new and it's all done quite well. It was a bit of a challenge for me and I didn't even come close to finishing it (mostly because of a time restraint). If you've been bored with the SP game from Jedi Academy, you might want to check out Escape: Yavin IV. The only things I was disappointed in are significant, but don't make or break this game. The size, of course, is a factor. It's over 100MB in size, so it's going to take a while to download for quite a few of you. Second complaint would be the voice acting. It was all done by one person. And I'm not quite sure why the Queen's voice had a tinny sound to it. That didn't make any sense. Anyway, try getting more people to help voice act for your levels - there are quite a few out there who are willing. Several guys I know out there who'd be interested. And there are fewer women available, but I'm one of them! :D [/shamelessplug] Aaaaaaanyway, if you can tolerate the download - check this total conversion out!
~AmosMagee
Ps. There's a walkthrough included! Okay, totally going to cheat and play this all the way through later. :D

There\'s something about these sabers I like though. They\'re brighter, more ... solid or something. Not that I haven\'t seen something like it before. But Micah added a few extras that most saber mods don\'t have. There\'s a new loading screen and even a new pointer that\'s a saber hilt.
The author claims that this mod is more true to the movies. The sabers are more real. Download it and decide for yourself. :)
~AmosMagee

hold your attention, though the dialogue can get boring at times. The action is there, but you have plenty of help from Kyle and other Jedi along the way. A lot happens in such a short period of time, so the story and the action is always moving. I ran into an issue at one point where two of the enemies I was supposed to kill ... they weren\'t dying ... but they weren\'t fighting either. They just ... stopped. So I just reloaded at the last checkpoint and tried again and it all worked just fine. The only things I would change about this mod are the writing of the dialogue and I would add some voice acting. Also, there were a few grammatical errors in the subtitles, but I can overlook that. :)
If you\'re looking for something new to try for single player Jedi Academy, check this out. Like I said, I haven\'t played through to the end yet, but this is staying on my computer until I do. :)
~AmosMagee

be like \"...Whut?\"
Basically, from the standard view, the black saber looks like it has teeth, the way it pulsates and wobbles. \'Tis simply odd. Another strangeity is definitely at the tip: Thar be a fading point between the very tip and the blade beef itself. Kinda bothersome, actually, given how noticeable it is.
Other than that, supposed to look like your standard TFU black saber. There y\'go. Beep.
- Averus Retruthan

popular and useful cheats are on this menu and you have instant access to them.
I found no bugs or anything, so it works pretty well. For those of you who are tired of typing in all of those cheat commands into the console, this is for you! Have fun everybody!
This is definitely worth a download. :)
[b]Note:[/b] Instructions are below in the readme!
~Syyrax

his stance modification which replaces the dual saber stance with the one from Prince of Persia - Warrior Within. I honestly do not know what the stance from WW looks like, so I just have to go with his word on this one.
There isn't much more to say. If you are a fan of PoP or simply like the look of the stance, download. If not, pass up.
Dommie Kun

characters become the \'bad\' ones, but it also makes some other minor changes, such as only being able to choose a red bladed saber from the saber menu.
To be honest, I personally wasn\'t thrilled with this mod. I\'ve seen this sort of thing done before, multiple times. However, for those who still play the single player game, and want a slightly new experience, give it a download and have fun with it. I\'ll wait for another version with more features.

that it adds/replaces a whole bunch of skins with their Xena or Hercules counterparts. Don't ask me why Luke=Hercules or why the rebel pilot is now a Mon Mothma reskin that still has a man's voice... these details are beyond me. What I do know is that I apparently didn't watch Xena long enough to know who all these characters are, or what they're supposed to look like.
I do know what Xena and Hercules are supposed to look like, though, and I can tell you right off the bat that no base assets model is going to be able to capture either of them... and I wasn't too far off. Most of the skins here actually are a little off, mostly because the faces are one notch down from blasphemy. It's like the author put a lot of effort into adding all this stuff, but very little into refining it. Most of the faces are not quite lined up -- a lot of the mouths don't match the mouth on the model, so when they talk they look silly -- and a lot of skin tones between meshes don't match. And don't even ask me why you would skin an arm texture over a poofy sleeve. That one I can't begin to fathom.
Long story short, this needs a lot of work and a lot more attention before it's playable in an enjoyable fashion. As a big Xena fan myself, I'd love to see a great Xena skin. The one here only has a passing resemblance to Lucy Lawless, which is for me at least a big disappointment for what could be a very interesting mod, if the author would take the extra time, work out the kinks, and really place the appropriate emphasis on the details. The big picture is all good and fine, but without the details it's more of a sketch than a portrait.
~Inyri[/quote]
Now let’s start by saying that this looked interesting to me and though I was no fan of Hercules and Xena I do like however Greek mythology.
First we’ll talk about all the goodies in this mod. There are sabers, hilts, tons of skins to mix and match, weapon reskins, hotkeys assigned for both cheats and npcs. Also you have a very handy button for changing skins on the fly. And many npcs.
Now let’s discuss the material. Some of the skins look decent but the textures don’t seem that great to me I don’t know why but there is something funky about them. The clothes don’t really look natural up close and the faces seem to have a bit of skin tone mismatch. The sabers were good but not really all that impressive. It comes with a few hilts and while some look good some just look like they were rushed and not fully completed.
Now this pack also replaces the menus and loading screens with a collage of pictures from the characters of the shows but the menus just have a small pig with a red cape which doesn’t really make any sense at all but ok. The Single player campaign was completely changed with the skins on this pack. There were some bugs, at the end there was this bug that maybe only happened to me, but when Tavion is possessed by Ragnos her body is changed to this untextured reborn looking thing. And the same happens when you kill her. Also at the end Kyle’s replacement gets swallowed into the ground and Hercules which replaces Luke is also swallowed only to his hip so you see your character walking next to a legless Hercules and Kyle seems to be talking from under the concrete.
Oh and the Mon Mothma reskin is still acting as a pilot which freaks you out when you hear such manly voice, but I guess it's funny though.
The MP element is just standard, but with all the skins available including the Ragnos reskin which in my opinion is one of the best looking reskins in the pack, adds a bit of variety.
Overall it’s an original idea that fans will love given the options to select either mortals, gods, and demigods. It provides a great selection of outfits and for the male audience there are some provocative outfits included here. The one skin that I would say definitely needs it’s own model is Medusa as the Twi’lek female doesn’t really make justice to this specific character. I hope that the V3 is better, this is an improvement don’t get me wrong I saw V1 but it still needs a lot more work, maybe some more texturing and make the skin tones match, and use shaders to help you out.
So if you like Xena and Hercules or just Ancient Greek Mythology then this pack is for you just don't get your hopes up too much.
[i]Lady_Trinity[/i]

they look while playing, I would either have to start a new game each time I wanted a new part of the skin, or memorize the code for that particular part, both of which were annoying. Well, I now have a mod that will get rid of that problem.
What this does is allows you to bind a key to open up the character select screen in SP, allowing you to change how your character looks. It also brings up the saber select menu once you have finished with the character select. Unfortunately, for it to take effect, you have to turn cheats on and type in \"playermodel player\" or just bind a key to do that.
Overall, I think that\'s a small price to pay to do what this mod allows you to do. Hopefully a version two will get rid of the need to turn on cheats and reset the playermodel yourself...
Give it a download if you find this as useful as I do.

does just that. Think of it - Jaden with a saber staff during training... Okay, maybe it\'s not [i]that[/i] appealing, but maybe it\'ll spice up single-player a bit. Either way, a useful little utility to have, in case you\'re one of those who still plays single-player from time to time.
~Inyri

scene, and the quality isn\'t really sacrificed here, so you can see it pretty well. It\'s not really short, either, so it\'s a good flight from the norm. I\'d recommend it.
[b]The Minus[/b]: Other than the file-size being reasonably large, the grid over the video makes it very hard to see. Sure, we should all know what\'s going on, but removing the grid would have made this mod 100% better, in my opinion, since it\'s not very hard at all to do.
Even with the minus, it\'s a mod not many people try to do, so kudos for taking the time to learn how to make a ROQ video. I\'d recommend to everyone to try this out, unless you don\'t like Return of the Jedi *cough*blasphemy*cough*.
~Inyri

the body look like a saber clash. Overall it gives the effect of a more realistic saber fight because it doesn\'t look like you are actually hitting anyone, making it perfect for movie making. It also makes the saber fights feel faster paced and exhilarating.
I can only really see two downsides to this mod, firstly it would give you a bit of a disadvantage in duels, and normally you can tell if you got a good hit in or not. Also you still get the shield effect which kinda ruins the feel of it. Maybe that could be changed in version 2 *hint*
I think this is probably one of the most practical mods I have ever seen; I can see a valid use for it.
All in all, Good Work
-TheSpike

(maybe i just need to go get my hearing tested), but there are various differences between them. Download them, take a peak..err.. a listen, and see what ya think. Not much more to write.. I could try to make the sounds for you.. **weeeeessshhh\".. but doesnt have the same effect i think.
-Lizardking

2: Revenge of the Droids. I'll admit that I cheated while playing this and I still didn't get past like, the second room (when I played as Immy). The enemies just keep coming! You can play as four seperate characters and it looks like each one of them has a different map that you play through. I only tested Immy and the Clonetrooper.
I don't know how long it took IZaNaGI to make this mod, but he put an incredible amount of work into this. Yes it's a large download. Stop whining and download it. If you enjoy single player stuff, then you're going to love this. If you don't cheat, then it is quite a challenge. I will probably play through this when I have more time. :) That's two great SP maps/mods that I've reviewed this week. :D
~AmosMagee

good an idea. Here we have a small mod made by Modman, which replaces several of the force power sound effects ingame, including; Force Push, Pull Sense and Speed.
Personally I think all the new sounds are better than the old ones, although I especially liked the new force speed sound effects. I would really love to see this mod expanded to cover all the force power sound effects, like lightning and heal, etc. :D
I think though that the sounds could have been a little stronger, especially the force speed sound effects. I was hoping for more of a powerful gust kind of sound, so it feels like you are breaking the sound barrier. But then again, that is just my preference!
Overall this is a cool little mod here, and I hope it will be expanded upon in the future. For now, if you guys like the sound of this (pun intended), then be sure to give it a download!
~Nozyspy~

we have a mod that changes various game effects, including some of the projectile effects for the weapons, the saber blades, and also some new sounds.
First off, it is easy to see that the saber blades have been changed; they now look much more like the ones in Episode 3, longer, thicker and pointier (careful, you might poke someone’s eye out with that thing! ;)). The saber also has loads of new sounds, which sound like they may have come from the original Jedi Knight game. Personally whilst they don’t sound quite like the movie sabers, I do prefer these changes since they sound much more deadly and visceral.
The projectile effects for some of the weapons have also been changed. The Bowcaster now fires red bolts as it does in the films, instead of the traditional green that it has been in the Jedi Knight games and the repeater also fires red blaster bolts instead of the small round white bolts it fired before. Personally I prefer the red blaster bolts that the repeater now fires, I think they fit better with the weapon somehow. But that’s just me.
There have also been some changes to the force lightning, saber lock and saber deflection effects, though in my limited time testing the mod I wasn’t able to try out all the new effects.
One nice feature though was the new splash screen that displays when the game first loads and also when a map loads, I [b]much prefer[/b] this new one to the Base JKA one, it looks great! :D Added to that there is also a new background for the drop down console.
All in all this is a cool mod here, and a welcome addition to the library of effects mod’s that we have here on the site. If you guys like the look of the mod from the screenshots below, be sure to give it a download!
~Nozyspy~

read it yourself! HA! So, since MooMoo has been gracious enough to include it in his readme, I'll bring the changes out here and ROAR violently.
Included:
---------------------------------------------------------
Skins:
Prince of the Ice, Leonard - The white in the clothes here is pretty undetailed, but otherwise an alright reskin of what I think is th eEp 2 Obi wan.
Averus Claus - Some dumbass in a mask and santa robe. Oh well, from the look of it, doesn't look like he volunteered for that picture, or even present, for that matter..
The Snow Gypsy - A skin based off his Ayamei Firas skin, reskinned into a wintry theme. Looks pretty good.
Santa Claws - Apparently a demon hellbent on dominating the North Pole. A rather crude coloration of the ewok but eh, all in good fun.
The Elf Soldier - An elven wretch offering servitude to the above demon. Looks alright from what he's got =_=
Weapons:
The Prince's Rapier (Leonard's weapon against the hords of evil elves of Santa Claws' armies)
Santa Claws' Rapier (a red/white rapier of Claws' evil little three-fingered hand)
The above two weapons are pretty decently skinned BUT I'm still questioning as to the strange grip stance of the weapons themselves. A rapier is not a greatsword XD
The Elven Sword (the standard sword for the Elf Soldiers)
...as opposed to this weapon, which is, so kudos there.
Also a couple changes to base weapons, too small to really notice, save for the blaster rifle's blast fire.
True that, white muzzle blast on the E-11
Various edits:
HUD (now a high tech candy cane interface that still carries the JA theme)
COnsole (now a snowy backround with snowflakes falling softly in front)
Startup Loading Screen (now a festive picture with a friendly message)
Loading Screen (now showing a snowboarder getting extreme air in front of a sunset)
Player's Personal Shield (instead of it just being green, it's now red with snowflakes)
Red saber colour now has a peppermint theme with red and white
Green saber colour now has a spearmint theme with green and white
Blue saber colour is now a strange looking snowflake theme that didn't and will never, as long as JA remains itself, come out working correctly =_=
Yep, those all function. Sucks to see that this mod was regrettably released so very late and without completion. Ah well, always next year, eh?
Overall, not a bad little set. If the spirit is still within you, inject bandwidth in here and take a look. Alternatively, you can wait till the end of 2009 and submit bandwidth here again. TAKE YOUR PICK =_=
- Averus Retruthan

Version[/file][/b]
-------------------------------------------------------------------------------------------------------------------------------------------------------------
Well here it is finally! The Ultimate Weapons mod v1.3! I reviewed the trailer for this a few weeks back and was deeply impressed with what I saw. Realistic explosion physics and effects, better weapons sounds and better weapons effects too, I was eagerly awaiting the release of this mod, and now…here it is!
And it certainly doesn’t disappoint!
What we have here is a very comprehensive collection of both some of the author’s own work, and the best of other modder’s work too, all compiled into one all encompassing mod! There’s simply too much for me to describe here, so I will get right to the best bits!
[b]New Sounds[/b]
As far as I could see (or should I say heard?) it seems like every weapons sound sets have been replaced with movie accurate sounds. One of the most noticeable is the sounds for the E-11 Blaster rifle. To be honest I wasn’t that fond of the default JKA sounds for the E-11, they seemed a bit too high pitched. Thankfully this mod completely changes the sounds to ones that are much more like those you actually here in the films (like the detention center breakout from A New Hope). I also liked the change of sounds for the Flechette launcher and Bryar pistol too.
All in all a vast improvement over the default JKA sounds, and that goes for all the weapons!
Also included are new lightsaber sounds, which sound more like the ones from the Original Films and also the original Jedi Knight games, along with new sounds for force powers and melee attacks too. I liked the change of the force power sounds, they now sound much more discreet and realistic compared to the rather loud default JKA ones.
[b]New Weapons [/b]
Here the mod gets even better. Not only does it have completely new sounds, there are also four new weapons or should I say, replacement weapons included. Three are the Bryar pistol, E-11 Blaster rifle and Thermal Detonator from the JKA Dark Forces 2 mod (which replace their respective default weapons), and the other is the DC-15A more commonly known as the Clone Trooper blaster rifle, from the Movie Battles II mod.
The new improved repeater rifle, with new shot effects and sounds looks much better than the original, but if you want a change from that, just put the optional DC-15A .pk3 in your base folder and the repeater is replaced with the clone rifle.
The Wookiee Bowcaster has also been given a good polish up, as have some of the other weapons.
[b]New Weapon Effects[/b]
Along with new sounds and some replacement weapons this mod also has new weapon effects. For example, new muzzle flashes and blaster bolts. The projectiles for the repeater rifle have been changed to look bluish and the secondary fire has been changed as well, which I think looks great. Its pretty similar with the rest of the weapons, the E-11 blaster bolts have been changed, and now look much better, as have the firing effects for other weapons. The lightsaber has also received an upgrade with new blades made by D'halaine to look more like the saber blades seen in Episode 3
One interesting case is the Bowcaster. We all know that in the JK Games thus far (at least Mysteries of the Sith, JK2 and JKA) the Bowcaster bolts have traditionally been green. However, if you look at the original films, the Bowcaster bolts are actually red. This mod changes the green bolts to red, thus making it more realistic to the films. If though, you don’t like the red, there is an extra .pk3 you can put in your Base folder, which will change them back green again. But not only does it change the colour, it also improves the green Bowcaster bolt effects, so it is now much improved.
[b]New Particle Effects[/b]
This was one area I was super happy with! It seems to be an unusual (mostly male) characteristic that we like watching things explode and blow up. Whilst women on the other hand like nice quiet romantic stories…well give me a few explosions any day! :P
Well I am very happy to say that the explosions and particle effects have been [b]massively[/b] improved over the default JKA ones. The explosions now actually look like powerful the explosions that you would expect to get from Thermal Detonators or Rocket Launchers. Along with that are all the little chunks of things and sparks and shrapnel that fly everywhere (very realistically).
Along with the explosions is the new blaster hit effects. Instead of just a black blob on the wall (or indeed another player!) when you hit it with a blaster bolt, you now get what looks like a proper hole that’s been blasted out. Along with that you also get little glowy bits in the middle, and even a small tongue of flame (also like we saw in the movies when a Stormie blasts a chunk out of a wall).
[b]Extras[/b]
On top of all of that, as I have already said, there are some replacement weapons, and a handy .pk3 file for changing the Bowcaster bolt colours around from red to green and back again. Then there is also another couple of optional .pk3 files, which you can choose to use.
One is a .pk3 file, which is called; ‘zzz_UltimateWeapons_LQEffects.pk3’. As the name suggests if you find that your computer is running slowly with the full-on-super-high-quality effects, you can put that .pk3 in your base folder and it makes the effects simpler and less taxing on your systems resources, which is great if you have a slower computer. I really think that was a nice thing to add in there, as it makes the mod even more accessible to people. :)
Lastly we have another optional .pk3 which disables the blood effects in the mod. Personally I’m not that fond of blood effects, since laser bolts and lightsaber blades would in reality cauterise the wound and should stop it from bleeding…there goes my geek side again! :P
The blood effects are on as default in the mod, but if you don’t want them to appear, you can put the ‘zzz_UltimateWeapons_NoBlood.pk3’ in your base folder and this will remove the blood splatter effects.
[b]Conclusion[/b]
All in all then an absolutely fantastic mod here, and what is more, it works in Single Player too! Though there is the possibility that this mod will conflict with other weapons mod’s and such, but that is to be expected considering how many things this changes. So if you want to know more about that, take a look in the files readme for more information.
To be honest, this compilation is as close as I think it is possible to get to a perfect all round weapons mod for Jedi Academy, it truly recreates the movie feel in the game. And personally I think that this really breathes some fresh life into JKA when you play it.
Fantastic work here D'halaine!
I [i]very[/i] strongly recommend a download here, you wont be disappointed! :D
~Nozyspy~

Emperors best troops were defeated by a bunch of rock and stick wielding teddy bears…
In fact, according to Wikipedia this is a common feature in action films, the principle is actually called [url=http://en.wikipedia.org/wiki/Stormtrooper_effect]Principle of Evil Marksmanship[/url], which basically means the bad guys always have rubbish aim…
Well, if you ever felt that the Stormtroopers in JKA were a little lax in their targeting, fear no more!
Raarventje brings us his mod, fittingly called ‘Only Imperial Stormtroopers are so precise’. Basically what this mod does is make the Stormtroopers in the Single Player side of JKA a bit smarter and more accurate in their aiming.
Personally I think this is a good idea for a mod, little changes like that can make quite a difference overall in a game. :thumbsup:
So if you like the idea of this mod and want to give it a try, give it a download! :)
~Nozyspy~

have been switched around, such as Alora being Kyle, Luke being Tavion, etc. (To see a full list of character switches, read the readme). Also, some sounds have been changed so that the right characters have the right voices in battle. I happened to notice, however, that while viewing the cutscenes, the voices are the same, which does not quite fit the mod, as Alora spoke with Kyle's voice. :p
Other than that, I had fun slaughtering the jedi with this mod. Give it a download if you want a little change to your SP.
Heheh... Thank you!
*Cough* No more RE4 for me...

is Tavion, Kyle is Alora, Rosh and Jedi Knights are cultists, and you are a reborn.
Not the most creative mod around, I am sure I have seen almost the exact same thing elsewhere, but if you like the sound of it, give it a download.
Note to author: Next time, if you want your screenies included, please submit them in the proper format (jpg) and they will be added as well.

let me cover the basics of what it changes:[list][*]manual blocking[*]slowed combat speed[*]one-hit saber kills[*]massively increased automatic blocking (for compensation to the above point)[*]new saber sounds[*]other stuff listed in the read-me which I didn't get a chance to test (so read it!)[/list]My favorite bit here is the slowed combat speed and the increased blocking. It's a filmer's dream! Not that I make films... :p. Anyway, I am talentless when it comes to JA, but I managed to have some pretty awesome looking fights using this mod with only a mere reborn. So anything that makes JA cooler is a bonus in my book.
Then there's the "realism" angle; after all, it's in the name of the mod! Does this make saber fighting more realistic? [i]Yes![/i] When was the last time you saw [i]any[/i] Jedi take 10 hits with a lightsaber before going down? Puh-lease. Is this increased realism a good thing? That's debatable. I like it, because I think despite the one-hit-kills it's still quite balanced (which is where a lot of similar mods fail). When he says blocking was beefed up, he really means it. In case it wasn't clear earlier, there is still automatic blocking. The manual blocking is in [i]addition[/i] to it, and it works as advertised (read the read-me for that).
If you want to use this mod in multiplayer, though, you're going to come across a few problems. I'm guessing, based on the batch file, that this mod was designed for SP. In MP some notable "bugs" are the clash effect doesn't work, manual blocking doesn't seem to work, and (maybe it's just my imagination) but the sabers seem faster than in the SP. Overall it's not really working too well in MP, although you could certainly still use it. The author may want to think about working it into a usable MP mod as well, if possible.
Did I mention he removed the red stance? :D (Don't cry, it's supposedly coming back in the next version. Except less ghey.)
I have [i]one[/i] gripe. The sounds! No, they're not bad. They're just... well, the most common swing sound is like... a fast swing sound. And none of the swings are fast. It bothers me. The author better fix/change it or I'll cry. :p Now if that isn't a [i]minor[/i] gripe, I don't know what is...
Now if you'll excuse me, I'm going to go play through single player to see what else has been changed. :p
~Inyri

on the Elegance HUD, as you can see (The tic marks are very similar). Simple design, and it doesn’t look too bad. I thought the colors were a bit bland, as it’s all white. Maybe have each bar for health, ammo, shields and force be slightly tinged red, orange, green and blue. Or not. I’d just like a little bit of variation. Anyways, if you like the look of this, then download it.
~Zach
(I stand corrected. It does not work in Jedi Outcast.)

original HUD. Darth NormaN, who you would much more readily expect to see a map from, seems to be expanding his horizons. This very tiny, interesting, and futuristic HUD should be great for people who find the default HUD clunky and find that it obstructs their view of the playing field. Definitely worth looking into!
~Inyri

with sith characters. Using the added on skins and models, this mod also replaces some of the other characters. Tavion, for instance, is now Palpatine. Other are replaced as well.
I didn't take the time to test this fully, but it looks very fun, and a bit more challenging than usual. Try protecting rosh from two sith that should be howlers. :p
If you like SP mods, or if you want something more challenging, give this a download.
~Zach

so maybe you didn't want to be eaten my a rancor, but I think you can see where I'm going with this. This mod adds eight color choices for the Raven twi'lek female model, including brown, pink, orange, line, green, teal, violet, and black. If you didn't have enough variation before this ought to be a step in the right direction! Now, if you're an avid Twi'lek model user, you can have that bit of extra customization to make your skin stand out as your own!
~Inyri

new year, a new mod, and a new review :) ) What this mod basically does, for those who can\'t already tell, is give you some snowvballs to chuck at people. It replaces the thermal detonator, and lowers the damage somewhat.
Firstly, I really enjoyed this mod, mostly because it\'s Christmas and I\'m in a festive mood - but also because it\'s actually not a bad mod either ;) You have both types of throw, as with the thermal detonator, one which bounces (slightly more than a normal snowball would I might add,) and one which puffs in a cloud of snow upon impact, leaving a white splodge behind. The effect of snow splatting up is a bit odd-looking, more like blobs than the powder you\'d expect, so when you release this mod again next year, maybe have a look into that ;)
Overall its a true seasonal mod, which best of all, is really fun to play with! Sure the novelty will wear off by January, but till then have a blast!
~Szico VII~
(It appears the file uploaded to our servers had somehow become corrupted, so I\'ve reuploaded and posted the file.)

have been changed, one of which I think originally was a screen saver out there somewhere. The effect was pretty cool. I did notice that when piecing together you character, the music sounded kinda funky.
Once in game, you start to notice some changes. The meter readouts have been altered nicely. Your good buddy Rosh, is now a form of Darth Maul.. kinda spooky! The author has reversed it in the way that what was once light side, is now dark side. Instead of running into stormtroopers, I found myself facing Jedi pilots, and the first saber carrying character i fought... was Chewy! Kyle now is Darth Vader, and all of his pal\'s are there. Although.. maybe it was just me, but at the temple, I think I saw two Anakin\'s standing together??
Anyway, It seams this author has done a fairly decent job, and I will say it was kinda fun playing through what I did having the roles reversed. One thing maybe for future reference, as the author has already said, the voices remain the same.. really weird seeing Vader offer you his hand sounding like Kyle lol.
Pretty good job Dark $amurai, once the voices are replaced, I think this Mod will be a nice twist.
- Lizardking

for you to choose from. If you played JK2 then most of these sabers here will seem a tad familiar. I'll just give a few words on each saber. I will be listing them in order of the screenshots.
Desann: We should all recognize this saber, carried by the most lethal lizard/dragon Dark Jedi thing. Enjoyed by many in JK2 and now available for JKA!
Stinger: Can't say I've seen this saber before, but I'm not one to download many sabers to replace the default ones ... so ... yeah. It came with the Desann one, but I'm not sure who credit goes to for it. Seems like a fairly plain saber. *shrug*
Strider_Fellowship: No info included on who the author of this saber is. It's a good lookin' hilt and will look better as a sword without the saber glow thing.
Luke: This is a saber hilt from a pack by a guy who did none of the saber hilts either. Yeah. I'm thinkin' this is just Luke's saber. Then again, I don't pay much attention to the hilts.
Oniwan: Before you even start, I know that looks like a typo, but it's not one by me! HA! That's what whoever made this hilt called it. It's his typo! Decent hilt.
Dooku: From the same guy who gave us the Luke and Oniwan hilts, here's the Dooku hilt. Wildly popular, I saw this hilt everywhere in JK2. While it looks like good craftsmanship, I can't stand this hilt. Maybe because it's curved like that, I dunno. Personal preference, I guess.
Yoda: The final hilt from the pack that included the last three hilts, this one is called Yoda. Though, I think it looks a tad too big for Yoda. Very plain hilt.
Nazgul: And now onto the Lord of the Rings (LOTR) hilts. This first one looks like the kind of sword the Black Riders would carry. Dark in color, sharp at the points. Looks like it could inflict pain on someone no matter which end you swung with.
Morgul: A dark city in Mordor, Morgul (actually Minas Morgul) had this hilt made with its namesake and I think it fits its name nicely. Small and unassuming.
Glamdring: Ah, Gandalf's sword. It's large and regal and it just really has a presence about it. Nice lookin' hilt.
Sting: This helpful little sword was given to Frodo by Bilbo. I do like this LOTR hilt. It has more personality and character than the other hilts I've seen so far.
Strider: Strider's sword is big and shiny and quite masculine. Mmm ... Strider. Oh, right, back to the hilt. This is a nice hilt, and seems to be consistant with the other LOTR sabers.
Ranger: I'm assuming this sword is fashioned after one that Strider/Aragorn carried, or belonging to one of his kin. It's a great looking hilt and is well worth the download just for this one, I think.
Ring_Wraith: Another great LOTR hilt, made with the Ring Wraith in mind. The detail on this sword is lovely, but would be lost in gameplay.
Morgul_Sword: Again we see another hilt with Morgul in mind, and its style is very much the same as the first one we looked at. Not much more to say about it.
Black Widow: Oops. I kinda cut off part of the hilt there at the front. Well, trust me, this is a great looking hilt. One I may consider keeping myself. It's very evil looking.
Yun: Some may prefer the simpler saber hilts and for those, I suggest Yun. It's a nice hilt, decent size, not too big or small, all chrome. It has a solid look about it - if that makes sense.
Fierce Deity: And finally, the sword that was included with the Link model. This thing is huge. I mean, seriously. Use this sword and people will question what you're compensating for. No one needs a sword that big!
And there you have it. One download ... 18 saber hilts. Is it worth the download? Sure, if you like variety. I would take too long deciding which hilt to use, so I'll stick to the base hilts. [/quote]
So what can you expect in version 2? Some typo fixes, more hilts, and all hilts are now in one pk3. WOOHOO! *ahem* Okay then ... here are descriptions and screenshots of the new hilts:
Ultimate: Frankly, I can't see why this hilt was named "Ultimate". The word implies something grand and perfect and for some reason, to me, big. It's a thin, small hilt and I do like it, though it's a bit plain.
SaeseeTiin: I have no idea what the name of this hilt means, but it's a decent design. Nothing all that unusual about it, but it has a balanced look to it.
Kenobi: A lovely saber that's just the right size for anyone. Very simple in its design.
Silverbone: This hilt's appeal, for me, is in its clean lines, and smooth silver surface. It's a good size and has buttons. I like buttons.
3dberkoll: I remember seeing this saber and liking it. I'm unsure if it's what it appears to be - glass. I like the design and the concept of a glass hilt.
3dberko: This hilt has a shader on it that makes it seem to glow red from the inside. Love the idea of this hilt.
Caladien: For those who believe size matters ... the Caladien hilt. Personally, I just don't like this saber - too big and unwieldy. It's a good looking hilt - just too much for me to handle.
Guardian: Darn it. I cut off part of this one in the screenshot. Well, take my word for it, this is a nice looking, average-sized hilt. Love the silver and black.
Diago: Grrr. Ran outta room for this hilt too. It's a great looking polished black metal hilt that keeps its design very simple and sleek.
With 9 more hilts to choose from in this pack, why would you ever download the old pack? ;) Get this update for more hilts and a few bugs fixed (I think). Good work!
~AmosMagee

know my opinion - I\'ve always felt that they are pointless and a waste of space. That said, a woman has a right to change her mind. ;)
Replacement mods for JK2 were often just Kyle being replaced by the model or skin du jour. They became boring to play and review. Now I know that replacing the main character with Yoda has been done before, but for JA, it\'s just so much more entertaining. I love the first glimpse of Yoda on the ship ... you see Rosh sitting there as the camera pans over to Yoda, and then all you see is an empty seat and just a small shot of his ears. LOL Love that! Anyway, Yoda is the proper size and though everything doesn\'t all line up, I can forgive that just because it was fun playing with Yoda in this. :)
What I like best about this SP mod is what\'s promised for the next version. All of Jaden\'s sounds will be replaced with Yoda\'s sounds and Yoda will even have a custom made ship (read the readme for more info). If only there were a Yoda impersonator who could do the voice-over for the cut scenes (if that\'s even possible). That would really complete this mod. :) I have a feeling that SP replacement mods are going to be much better for JA than they were for JK2 and I\'m actually looking forward to playing some now. :)
~AmosMagee

Mara Jade (or a reskin of her anyway), Darth Maul (and some reskins of Maul), Kit Fisto (the Nautolan) and other familiar models and skins from JK2. This is not much more than a replacement mod. And you all know how I feel about those. :P
The other things besides replacing models and skins that I noticed here was the ability to use dual sabers instead of one, without using cheats and you can choose a red saber. *shrug* What I like most about this mod is the name of it. I\'m sorry, but it\'s just a replacement mod that had some textures/skins missing here and there and a few errors scattered about. Though this may be of value to those who want to play through the single player JA game using a model or skin from JK2.
~AmosMagee

that, the best characters that this should be used with, are ones that are seen to be able to fly in their respective genres. It does basically look like you are flying for 1.5 seconds. Perfect for use in screenshots, especially with models like [url=\"http://jediknight3.filefront.com/file/Superman_Bonus_Superpowers;68265/\"] this[/url], or maybe even the Neo model included in [url=\"http://jediknight3.filefront.com/file/TMU_Neo_Morpheus_Katana;82931/\"] this pack[/url].
[b]New Animation:[/b] Yes
[b]New Sounds:[/b] No
-SuperSmeg

Unleashed is in a way the spiritual successor of the Jedi Knight series. Therefore I suppose it isnâ€™t surprising that we get a steady stream of The Force Unleashed themed mods here at JKFiles.
This latest mod gives JKA a TFU flavour by adding in TFU inspired animations for several things, including death, roll and lightsaber animations (though there only appears to be one lightsaber style from what I could see). It also adds a TFU style HUD in the top left of the screen as well as new menu and map loading images. Not only that but there seems to be a few new sounds and even new saber clash effects (which look much better than the Base JKA ones I think).
The lightsaber style animations look pretty good, and I like the addition of the new splash images, menu and loading screens along with the HUD. There are a couple of things that could do with improving though, one being the new splash, menu and loading screens, which look quite pixelated, I would definitely suggest trying to find some higher resolution images for these. The other thing is the roll animation, which is now a kind of force dash; the characters pose looks a little awkward and the length of the dash is not very far, if possible I think it should be lengthened a little and the characters pose worked on some more, but thatâ€™s just my opinion!
Overall however, a nice compact mod with several TFU inspired animations and other features that I think is worth a download for fans of The Force Unleashed series! Give it a download if you like the look of it! ;)
~Nozyspy~

taunt and how human it sounded for the Kel Dor and Rodian Jaden. So what I\'ve done is edited the sound.cfg of each and replaced them both. Kel Dor now uses the Gran sounds for grunts and taunts. The Rodian Jaden now uses the actual rodian soundset in MP.
Sounds pretty straightforward, right? There is, unfortunately, one issue: the Rodian Jaden still uses its old sounds, despite this mod. I suspect the reason for this is a typo in a folder name: \'jedi_rdm\' should be \'jedi_rm\'.
Despite that, I like the Kel Dor sounds. I\'d still like to see a second version that actually replaces the Rodian Jaden\'s sounds though wink
Neat little mod - you know you want it if the Kel Dor Jaden\'s sounds annoy you.
-Caelum[/quote]
n\' MagSul sed this:
[quote]Holy crap, that\'s embarrassing. I tested it, it worked. Y\'know why? You were right caelum! Tis a bad idea to save your own mods into the assets, things get beffuddled. I already had the original one (that worked) in my assets0. When I made that it was a quick re-slap together and presto - typo. My bad. I\'ll send the fixed one in. o_o [/quote]
Then this thing said:
[quote]IMHIERREVIEWPLZ[/quote]
The end.
- Averus Retruthan

here took some code from the Open Jedi Project and added the ability to use RGB sabers for base JA. I cannot guarantee any mod compatibility, but you're certainly welcome to try at your own expense. Anyway, there are instructions included to help you adjust your blade type, so I suggest taking a peek in there when you have the time.
All in all, a nice and somewhat practical mod. Worth a look, methinks.
- Averus Retruthan

pleasure. The level 1 & 2 bolts are literally a concentrated beam of lightning of sorts, where as level 3 has a large bolt strike down from above. A neat change, and looks like a wizard's spell.
Wow, that's...about all I can say. Just uh...don't install this with another lightning mod, and marvel at the potency of the lightningzes.
- Averus Retruthan

allow context to interfere.
The first change promoted is force power effects and animations, with lightning being the most noticeable. Electrical spaghetti.... of both the purple and blue varieties at your discretion! It all looks good.... provided you've got lightning level 3. Below that, you're going to be hitting enemies with a string of particle-accelerated black squares. Push 3 also gets a new animation, though it looks more like a quick Power Rangers muscle flex IMO... but it does remove the tacky bubble thing. Drain 3 now has your character striking a rather lethargic pose which I'm assured is related to Darth Vader's grip stance, but I don't see the correlation to be honest.
Still on the subject of animations, the lightsaber and acrobatics departments got a little something too. The fast style has now been switched out with Tavion's one-handed style from Jedi Outcast. The idle stance for both fast and strong styles have been changed too (Twilek and Desann can be seen below modelling both styles respectively), both new idle stances are fine and dandy though the one attached to the fast style will throw up a lot of sparks from constantly grazing the floor. The same is also true of the new idle stance for the dual-bladed saber. They're not bad choices of idle stance, they just require some tweaking to remove their constant floor contact. A new roll sequence is in place, though it seems it's more of a dive-roll now, and the backflip is no longer Jaden Korr's patented Fetal Cannonball Special but is in fact a stylized backflip which you can see executed gracefully by just about any magical girl or Matrix character.
The next few contents in this file are basically dependent on other mods, so unless you have those too you'll get limited results. An updated .sab file for AshuraDX's Galen saber and NPC support for Schrodinger/Unsunghero's Galen Marek model are both supplied. However, you will need to download both the saber and playermodel seperately. Rebels and stormtroopers are given the acrobatic abilities of the Reborns, which does at least give them a bit more longevity (all of three seconds), and the final pk3 file of note attempts to make the stormtrooper AI smarter by boosting it's reaction, intelligence, aim, move, evasion and aggression stats to 5... which doesn't actually make them smarter, it just makes them cheat like a Las Vegas casino owner. Eh. Can't possibly be more disappointing than the base AI so whatever. As a side note, the Dragon animation files have also been provided for the animators to have fun with.
Definitive opinions on this file are impossible to form. With each individual component you're going to love it or hate it, because each component has been garnished with Marmite and then wrapped up in Marmite-flavoured duct tape. One thing that can be definitively said in this file's defense is that Mr Pwner-san has gone to the lengths of keeping things simple and letting people take their pick of the components as far as reasonably possible. It's definitely worth a look at least.
-Mikouen

Though there isn't really much room for variation on the simple back-handed stance, there are a few cool features that set this mod out from the crowd. First of all, the stance is a pretty dramatic pose, a bit more animated looking than the previous ones I have seen. But the really cool part is that you stand there, you can see your characters head and shoulders bob up and down slightly making it look like they are panting heavily, perhaps after battling some Sith Lord. ;)
This is a really nice little feature I think, as it makes your player character look much more alive and dynamic.
All in all a cool mod here, though it only works with the single saber of course. Personally I would like to see a version which also adjusts the dual and staff saber stances, adding that 'panting' movement effect in there too.
If you like the look of this mod, then be sure to give it a download, especially if you are looking for a stance mod to compliment your other Force Unleashed mod's!
~Nozyspy~

ease of use.
First off we have a mod which isn’t really ‘Dark Side themed’ but nevertheless does fit well with everything else in the compilation (since its red and sort of evil looking); an Alien Vs Predator 2 style crosshair. Next up we have a mod which changes the colour of force lightning to… you guessed it! Red! To be honest I have always thought that red lightning looks much scarier and more evil than the normal force lightning. I seem to remember that Darth Maul, in the final boss battle of the Episode 1 game, used red lightning against the player. Maybe that’s where it stems from?
Anyways, this is a simple change, but it is indeed effective and I like it! Next up we have a saber stance mod which is supposed to give you a back-handed lightsaber stance like in The Force Unleashed. However the only stance this seemed to affect was the stance for the staff saber, rather than the single saber style as I was expecting.
Last up we have the HUD mod, which is basically the same HUD as the default JKA one, but in a red and black colour theme which fits well with the rest of the red themed mod’s in this compilation.
There are also some interesting additions; the first one you will notice is the new splash screen that shows when you start up the game. Whilst this looks ok, I think it would have been better fitting with the theme of the mod if it had a Sith character on it, or some red lightsaber’s/lightning to indicate the Dark Side connection. There is also a .exe to start the mod, although this isn’t necessary since the mod starts up with the game if you just place the .pk3 in your base folder. Also included is a cheat .cfg file, if you are so inclined!
Lastly, there is also a new load screen based on the one with the two characters duelling against the starry background, you know the one. This has been edited slightly with… oddly… the addition of a few bell peppers?! (Yes, the fruit!) I’m not sure what that’s all about! :P
Whilst the author didn’t make these mod’s, I must say I am glad that they have been compiled into one easy to use mod, rather than having to look all over and download each one individually. All of the mod’s fit well together despite being made by different authors (who’s names you can find in the included readme’s) so I must say well done to the author of this file for finding and compiling a series of mod’s which fit so well together.
Overall a nice compilation mod here, if you want to take a walk on the Dark Side, then give this a download! :)
~Nozyspy~

animate characters. Due to this the animations we have are no where near as realistic as what they can do these days, so it’s always good when someone goes and makes an animations mod to spruce up our game a bit.
Here Jesus Fernandez Garcia brings us his latest animation compilation mod, which includes a multitude of new animations. As well as a new stances and animations for each of the saber styles, there are also new animations for; force push, force grip, force lightning, rolls, jumps and quite a few more besides! Personally I liked the new roll and jump animations, although they seemed a little too slow in their speed, the animations themselves looked more natural I think.
Especially impressive though were the new saber stance animations, particularly the ones for the yellow stance, which was based off Count Dooku’s sword salute as seen in Episode 2 just before be duels Yoda. The animation here looks really cool and it has been well done and it is great to see as opposed to the somewhat more sedate default animations. This animation is also the authors favourite, and I can see why! I imagine this will be the favoured animation and saber style of many players now! There is also a new ‘death from above’ attack animation for the yellow stance and also for the blue stance.
Among the new force power animations, the new force lightning animation was probably my favourite, since it now looks like it is taking some effort to shoot those bolts of lightning from your fingertips!
There are still some things to be improved though. As I said before, I feel the jump and roll animations are a little too slow and could do with speeding up a little. Also, if you jump a long distance, the somersault animation continues to loop whilst you are in mid air rather than stopping after the initial jump, which looks somewhat unrealistic. Other than that I think some of the animations could do with a little more tweaking, but nothing major.
All in all a great animation mod here, one, which I hope, will get a lot of use from the community. So, if you guys like the look of this, be sure to give it a download! :D
~Nozyspy~

colours too! In the .zip is a choice of yellow, orange, red, purple, cyan, blue, green colours, all you need to do is pick the colour you like and put the corresponding .pk3 in your base folder, and voila! Just make sure not to put more than one of the .pk3’s in your base folder at a time, since the mod wont work properly if you do.
Overall, a small but cool mod here, I think this is one that I will keep in my base folder! If you guys want a piece of classic JK2 in JKA, then be sure to give this a download! :)
~Nozyspy~

that that the makers of JKA didn’t make the animations more lifelike. Especially considering the improvements modders have been able to make. But, of course, Raven had time and monetary constraints that modders don’t have, so I guess there is a good reason!
Here Jesus Fernandez Garcia brings us a mod, which brings together many new improvements to the lightsaber stances and other animations (including the jump animations and force power animations) for JKA. A full list of the changes to the animations can be found in the readme.
So what are these new animations like? Well, very good I would say! The jumping animations for one look more natural I think, especially the speed at which the jumps are performed. The roll animations also look more natural, though I think the distance covered when you roll is a bit too much. All the saber stances have been changed and I think they look cool, especially the new stance for the staff saber which looks very sweeping and dramatic. There do seem to be a few bugs when transitioning between certain animations, but these aren’t serious and aren’t that noticeable either and overall I think all the new saber stance animations look very cool. After many years of playing with Base JKA animations, these are a refreshing change! :)
There are also changes to the force power animations, including push, pull and grip among others. I think these too are a good improvement over the default JKA animations although the changes are a bit subtler than with the saber stances.
For improvements I would suggest working on making the transition between animations a bit smoother, they do look a little jerky sometimes. I don’t know whether this is possible, but I think it would be cool to make some new animations for the Kata attacks too because I think that would be a refreshing change to the lightsaber combat in JKA.
All in all a cool mod here which brings a lot of nice changes to the game. I definitely think this is worth a download for anyone who would like to see some more natural player animations in Jedi Academy!
~Nozyspy~

where you can do beta testing, if you like).
This version introduces a lot of changes, so I'll just name off what I found most notable. Check the readme for full details.
My favorite change with this mod is the new force grip animation. Not only does it give your character a much better position, it also changes the animation of the person you use it on. I think that was the coolest animation change in the whole pack. The new roll animation is interesting as well. You character does a cartwheel (which fully justifies the increase in rolling speed).
Now, it still has a few quirks. For instance, if you are using JA+ and you use your grapple hook, your player uses a "standing" animation while flying through the air. Kind of amusing, at least for a while. The cartwheel I mentioned above needs some fine tuning, because your hands and feet slide across the ground for a short distance. Oh, and if you use the fast stance, well...I hope you don't need that shoulder any more. XD
So, as before, if you want to see the new changes to the animations, give it a shot. If you are looking for tweaks to the game or you liked the last two versions, give this a look!
~Dretzel

Stormtroopers have Force powers. Nothing much to say about this particular mod apart from the necessaries.
Most jedi/sith have FULL lvl 3 force powers on every power. and the Stormtrooper now push me away with force push :/
~Rets

Featuring several new features in 2 new levels based from the movies. Play as Jedi Master Yoda and save your fellow Jedi Allies against the evil Count Dooku. Find the password and unlock it on the Password menu, to unlock a secret level.[/quote]
Like it says, you play as Jedi Master Yoda and you fight Count Dooku to save your Jedi Allies (Obi-Wan and Anakin)
When you begin the mission 'An Old Friend' it starts off with a 2-3 second movie of a republic gunship flying through geonosis. I had only two dislikes about this: 1) There was no sound. (2) It was a very low quality movie. But, it was only 2-3 seconds and so it doesn't matter too much.
You then run through the landing platform and hear one of the two jedi dying. Count Dooku is there standing and you fight one another. After you kill him a short movie plays of him running into his ship. Then, you see him die on the floor in front of you (o_O)
I then didn't know what to do. I started looking around trying to find out what happens next. I still had no luck and so I ran back to where I started from and saw a clone trooper and a republic gunship outside the platform. When you approach the clone trooper he tells you the password for the next level.
I won't say what happens in the next level, as it is a secret :)
I don't know what happens after you complete the secret level because I died every time.
Also, there is a BLOCK command you can do with the saber, which seems to work.. sort of. You can parry their attacks by holding the BLOCK button and moving into the direction of their attack. It didn't work too well for me with Yoda, likely because of his height :P
Cheats also seem to be disabled in the last level ( :( )
So, if you are interested in this modification or just want to recreate the battle of Episode II, give it a download!
- Dommie

JA+, MBII, and OJP support.
Now, about the stances themselves. I like the blue stance, which is basically the normal standing position, but with the saber pointed off to the side. Walking uses the same basic stance, but with the legs moving. Yellow holds the saber close, and red looks like it is trying to imitate a certain stance in Episode 2. Dual stance holds one saber forward and one up above, and finally, the staff stance holds the saber back behind the body. Walking stance for the staff looks like the upper half of the body uses the staff walking animation, but the legs use the duals walking animation. Walking stance for duals holds both sabers back, and learning forward, which I think is perfect for duals while running, but doesn't work so well while just walking...
If that isn't enough for you, there's also an option to add in some new swings. I personally don't like these much, simply because while they looks kinda cool (though they suffer from the typical animation mod flaw of it not flowing like it should), they cause less hits to get in. However, I liked being able to do that spin attack that Palpatine uses. :p I'm not going to go into the specifics of the changes, but I will say that pretty much every attack is changed. The best way to tell how is to download it and try it yourselves!
All in all, this is a good stance/animation mod. It could use a little work, but still worth at least trying out. I suggest giving it a download!
Oh yeah, this mod also overwrites the base sabers also, so if you don't want the default ones changed, you'll need to edit the pk3 yourselves...

basically near-destroys all the file limits put in place by Raven\'s coding. You can now see virtually every skin and model without the aid of JA+ or similar mods, can have a boatload of vehicles, sabers, npcs, etc. Basically, packrat haven =_,=.
Only thing I would advise when using this mod, as the author also advises: Don\'t abuse it too much if you have a PC that you don\'t think could handle the increased number of resources needed to draw upon the power of unlimitation. Otherwise, this is a rather good utility to have if you just can\'t stand to compromise between your 200+ mods,(I personally have approximately 1050 pk3 files in my base folder alone,) then I would suggest equipping this mod to your base folder, and worry no more =_=.
Bandwidth, you gluttons, BANDWIDTH!!
- Averus Retruthan

claim, as I think they\'ve simply got a higher contrast which makes everything look bumpy and, dare I say, somewhat unrealistic. I guess one positive side effect is that since the textures are all smaller, the game will run better with a lower-quality machine. But then again I never had problems playing the game on an ancient machine with a GeForce 2 graphics card, which was outdated [i]then[/i], so if you\'re running something worse than that you shouldn\'t use this mod -- you should upgrade your system.
This mod also changes a lot of the menus and things, so if that would annoy you (blue --> red menus, etc) then you might want to think twice about this. I didn\'t notice a significant increase in game playability either (my FPS was basically the same as it was normally). Frankly with the read-me stated 1 FPS increase between baseJKA and this mod, I don\'t necessarily think it\'s worth the download time unless you like the look better.
~Inyri

very [i]wicked[/i] pie, however this author thought to put them to a more... [i]incendiary[/i] use.
This small mod reskins the thermal detonator to look like a pumpkin. It\'s a skin, not a new model, so it\'s just a recoloration and doesn\'t have a lot of detail in the texture, but somehow it looks quaintly cartoony and has a certain level of amusing factor to it. Give it a download if you\'re looking for a funny little change to your game.
~Inyri

replaces the saber blades with a cool lightning effect. Included are several pk3s for some of the several MP mods out there, such as FM3, OJP and so on. There are also two pk3s that modify the saber blade radius. Nice move, that. With the original blade radius the lightning effect is barely visible, you can only see a slight vibration in the blade. With a blade radius of 20, the effect becomes very apparent and the blade itself huge.
In the end, it looks awesome. There\'s not much more one could ask from such a simple, yet effective mod aside from an epilepsy warning. But those with such misfortune shouldn\'t be playing the game anyway.
[i]One can\'t expect much from someone who regularly gazes at the ceiling through the bottom of a bottle.[/i]
- Jose

Battles II, or you\'ll need to go download it. Most of the NPCs seem to have very similar stats, and I\'m still trying to figure out why Luke has Force lightning... But otherwise make sure to check the read-me for an idea of the NPCs included.
~Inyri

zombies aren\'t real, but if they were they\'d follow certain real-life rules... like how dead people don\'t bleed. Plus you\'d think they\'d be a little decayed, whereas these skins just seem to be missing chunks and comparatively bleeding very little for it.
Each skin has bot support, NPC support, and new sounds. Some of the skins have team support (seems to just be copies of the default skin) and some simply link to the original model\'s team support, which is odd. Overall a good package for Halloween, although a little far out in some ways. Still, very timely and should give you a bit of a chill.[/quote]The above four skins are included in this mod, however it goes a little bit further than that to give you the whole Halloween experience. Using ghastly images sourced from across the wide reaches of Google, phonock has created a Halloween-inspired menu as well as [i]thirteen[/i] options for the drop-down console. You heard me. Thirteen. Like Friday the Thirteenth. Ooooooh creeeeepy.
The consoles vary in subject from evil-looking clowns to blurry ghost-like figures to cartoon depictions of Frankenstein\'s monster (yes, kiddies, the monster\'s name is not Frankenstein -- Frankenstein was the scientist!). Definitely a lot to choose from here to really personalize your Halloween theme, and since this mod doesn\'t affect gameplay you can safely be in the Halloween mood without having to worry about anyone else! Make sure to give this one a look if you want a little something extra to \'decorate\' your game.
~Inyri

idle looks like. Simply put, this changes all 3 saber stances to a standing idly animation, saber down at your side, which, to your disadvantage, would easily kill the combat initiative of knowing what stance your opponent would be using. However, this was targeted for a specific audience, so that is acceptable.
For the record, I would read the readme, as the author has specific instructions. Know that he hasn\'t tested the mod on your beloved JA+ ._. so beware.
Don\'t care about stance advantage and just prefer to stand calmly in battle? Personally, I wouldn\'t mind it if it were just me, but I\'d prefer to be the only one. Regardless, if the idea doesn\'t bother you, THEN SUBMIT BANDWIDTH
- Averus Retruthan

remember, and some added parts to make it fit with Jedi Academy.
The shield bars are where you would expect from RC, with the shield counter in the bottom left. Health is also in the normal place, with the counter in the bottom right. One slight inconsistency is that the health bars won\'t change color as your health drops. Your Force counter is on the left, in the middle, and the ammunition counter is opposite it on the right. The rest of the HUD is aesthetic.
Definitely a great recreation of the RC HUD. Fans should pick it up right away.
~Inyri

\"gangstery\", with the blaster pistol held sort of sideways. I personally find the ready stance to look a little silly... but maybe you won\'t. Then again it\'s really not much sillier than the default one.
The second part of this mod alters the weapons.dat file to alter the fire rate of the blaster pistol. The effect? It fires about four times faster than the blaster rifle alt fire. You could -- and probably should -- consider this something of a cheat mod, as it will make the blaster pistol the only weapon you\'ll ever need in the SP campaign (yes, it increases the ammo to 999 too). As you might have guessed, the fire rate portion and the ammunition portion of this mod do not work in MP. Sorry, no MP cheating for you!
~Inyri

are effected by specular lighting. What does this complicated garbage mean to you masses? Well, basically the lighting shines and bounces off the guns more realistically. The most impressive part was the author\'s attention to the scope on the E-11 and the Pistol. The E-11\'s scope takes in light now, and I was quite impressed by the simple genius of this modification =_,=
The only possible downfalls to this mod would be the loss of the shiny and vanity aspects slightly. They seem a little more rustic, but that is hardly a problem. The only other problem is the large file size I suppose. Personally, if I used the default guns, I would keep this in my base.
IF YOU USE THE DEFAULT WEAPONS, SURRENDER YOUR BANDWIDTH AND RECEIVE THE SMALL(in changes) YET IMPRESSIVE MOD. *stamps the Averus Retruthan Seal of Malevolence upon it*
- Averus Retruthan

where a small tweak can go unnoticed, in sounds it is generally of the utmost importance. The author here didn\'t believe Ragnos\'s voice sounded \"ghosty\" enough, a sentiment which I wouldn\'t deny is probably true, from many perspectives. I\'ve personally never thought about it before, but upon hearing these new sounds I have to agree that they do sound more like an apparition than the originals... assuming there is such a thing as a ghost-like sound.
If I had to guess what was done here, I\'d take a stab that a chorus has been added, and perhaps a little bit more echo. That might not mean anything to folks who aren\'t familiar with sound-editing software, but I urge you to check out the sounds for the full effect. This slight change really does make a bit difference. Is it better? That\'s up to you to decide, of course. But it gets a thumbs up from me. A simple change, a big effect. Worth the small download if you plan to play SP again, or somehow get some extra use out of our resident deceased Sith Lord.
~Inyri

did a forward jump I could see a space between the lower edge of my screen and the hand on the first person view. The model itself appeared to be simple, but detailed to me, although I really couldn’t see that much in-game. Then again, when you’re looking at a weapon model in-game, you don’t see much. Anyways, this looks good, and in certainly an improvement from the previous version. There have been a lot of improvements to this model, so enjoy.
~Zach

do come from the movie.The sounds are high enough quality, and I didn\'t catch any deterring factors. How can one say anymore about this pack? They sound like every other pack I\'ve come across, so if you intend to get this one, now is the time to offer your bandwidth up and giggle like a little girl. Upon which time, I shall promptly answer your download request with an upload of scythe blade to your skull, in which you will then scream in pain and I shall dance about in a fashion that desert nomads do.
- Averus Retruthan

basics, you get a partial tradeoff for your Single Player adventure: imperials for battle droids. Personally I like the trade off, but naturally there are flaws. However, the author mentioned the voice problem, so scot-free for now.
Hm..an army of cyborgs..yes. I think that shall do wonderfully. Oh yes, offer your bandwidth, if not for the change in combat, then for the fact that you\'ll need those machines TO DEFEND AGAINST MY CYBORG ARMY.
- Averus Retruthan

advances. However, it didn\'t quite
tickle me that much.
I will start by saying that this was a well-developed SP mod, and it
shows given the conviction of the team responsible for it. The voice actors
were decent. I only played a little fraction of it, given time
constrictions, and from what I\'ve gathered, the cutscenes were voice-acted.
On terms of the actors, most were decent. I say decent because most didn\'t
seem to emote enough. I felt as if I were trapped within a world of
teenagers, rather than a HORDE OF PEOPLE THAT ARE OLDER AND HAVE BEARDS!
Now, the storyline revolves around a secret abandoned imperial project that
\"Nova Unit\" has been assigned to. Nova Unit, in turn, assigns it to our
protagonist. I believe the unit was mentioned in the previous chapters, so
play the previous to understand their malevolence! On a theatrical note,
allow me to say this: I wasn\'t pleased with the sudden plot-twist so early.
Granted it\'s an important one, but it seems WAY too early to just bring
that in. It would have seemed appropriate at a more key location instead of
an apartment.
Also, what was the point of the stormtroopers? Random people just
attacked, seemingly guarding no one important. I don\'t know, perhaps just
for target practice...*SCYTHES a stromboli trooper* I just didn\'t see the
point at that time in the story.
Overall, I suggest you all offer a prayer to the download god so that it may
grant you this SP mod. This mod was rather entertaining. It also reminded
me that the SP AI is much more smarter than I remembered...
Download if you hate humans or if you want to kill time in SP.
- Averus Retruthan

it. It seems as if a noise filter has been added over all the images to achieve this effect. The only problem is that the glow right by the hilt also looks this way, but unlike the blade it doesn\'t pulse or move, so it looks a little silly.
~Inyri

supposed to be the powers of Ice-Man from X-Men, but I can\'t make any good comparison.
There are three effect changes in this mod, and all of them are variants of Ice-Man\'s powers. They all look pretty good, and I can\'t find any real flaws with the effects themselves...except that the hit effects haven\'t been changed. So you get hit by ice and it looks like you\'ve been hit by lightning. So the biggest problem with this mod is the lack of completeness. i.e. changing another set of effects. But other than that, this is a cool mod! Make sure you only have one of the effects changing pk3\'s in your folder at one time!
~Zach

it, but it\'s an interesting change. Going along with this, I have a few ideas to put forth. I will admit some of them are not mine, but they\'re good nonetheless. The first one, is to fiddle with the effects more, and have it so you have an explosion go off whenever you get teleported, and have it trigger at both places that you were, and get moved to. The next idea is not mine, but it entails using the disruptor effect (the one you get when you get killed using full power). Anyways, have that scroll up when you start your teleport, and have it scroll down when you end your teleport. Those are just a few ideas. One concern I have is whether it will work on servers with the star trek teleport turned on. I don\'t really know if it will.
Anyways, if you don\'t want a teleport effect, download this.
~Zach

bot names to something less generic.
Oh, and ya gotta love this guy's disclaimer.
[quote]This ain't officially from Raven or LucasArts... As you can tell.[/quote]Beats all that legal mumbo-jumbo, anyway. ;)
~ Kouen
[img]http://filefreak.net/images/smilies/cactuar.gif[/img]

find that error. Anyways, to my utter bewilderment, this is meant to work in single player. Scary stuff, huh? Anyways, I testing this out in single player, and it worked just fine! Yay!
Anyways, this mod basically gives you Dual-Phase sabers. What is this? This means you can change the length of your saber blade. Naturally, you can\'t really do that in JA, so the author has made it so that the saber length changes when you switch saber styles. Anyways, this does just that, but it only lets you use two saber styles: fast and strong. When you use fast style, you get a regualr saber, but when you switch to strong style your blade length doubles. Yep. Watch where you swing that bad boy. Please keep in mind that this does not work for multiplayer. But it does show up in the multipalyer menu. You can make your sabers not usable in multiplayer by putting this in the saber file: \"notInMP 1\".
~Zach

existence. Another way, which is probably what the author intended, was that they would be realistic to the movies.
The saber blade itself looks to me to be a little bit more blocky, but not quite blockish. More of a mixture of round and pointy edges. I don\'t really see what the big thing is with making movie sabers, as there is no consistency blade shape in the movies.
There are new sounds for this, based from the movie. Some of them are pretty cool, but the one that I immediately found annoying was the one that plays when you hit the wall. other than that they were pretty nice.
Then, there are new effects, such as the saber clash. The author used SanJ\'s SaberClashMod ofr the effects. The effects are a nice change to the default clash effects, so it is nice.
If you want different sounds, or a different blade, or new clash effects, then give this a try.
~Zach

than a red background and putting a saber symbol on it. Now on the right side we have the saber symbol as well, along with the red background, but what I think makes this stand out is the force bar. Deugar has made them a dark purple in the center and a lighter purple towards the edges.
Well seeing as you can\'t do that much with a hud, it\'s not that bad. If you like custom hud\'s this might be for you.
~Zach

readme file and who the song was composed by, or what film you'd associate it with, I guarantee many of you would immediately guess at Star Wars....or possibly the Matrix Reloaded. Anyway, the author says he 'loves' the music of Knights of the old Republic (the game from which this music was taken.) I, after hearing this song, have decided that I do not love the music.
I do think it's a fairly decent duel piece though. It just seems to lack the upbeat tempo that I'd want to use when fighting someone - it's more like invasion - "OMG the imperials are invading lets run away" as opposed to "Let's kick some ass." Still, as I have said on multiple occasions, anything beats the default music. ;)
~Szico VII~

[i]attempt[/i] single player mods, much less do them and do them well?
This is the next installment in the popular Nina series, following her exploits as a member of the elite Nova Unit, a law-enforcement team meant to ease the burden on the Jedi Order. Nina's duty in this segment is to infiltrate a base on the planet Torukia which has been taken over by Remnant forces. The map itself is well-made, and you will find that you'll have to get all the way to one end of the map [i]just[/i] to open a door near the very beginning. There are some helpful hints in the read-me, so make sure to check those out.
Larry McBruce says that this map was inspired by the Ghost in the Shell series, so I can not appreciate any similarities between the two as I have never seen Ghost in the Shell. Maybe some of you guys can recognize those similarities, however. The feel of the map is consistent throughout, and the texturing is wonderfully done. The base has a very dark atmosphere, but not so dark that you can't see. The lights within the map seem to be well-placed, and each light has a distinct source, and even better is that the size of the light entity reflects the size of the light source. There are no little light bulbs casting light across a hundred-foot stretch of corridor.
You'll probably want to rely on your lightsaber throughout this map, as there are few ammunition packs to pick up, though you could keep yourself well-equipped from the blasters the stormtroopers will drop. There are also very few shield and health pickups, so keep yourself healthy if you want to survive. There are a good number of enemies throughout the map, mostly stormtroopers, but occasionally you will be faced with a dark jedi or saber droid.
And if all that wasn't enough to peak your interest, the final battle features Battle of the Heros music. I'm sure that will interest some of you.
I did find one potentially large bug. After I defeated the final enemy, it locked up. The cutscene finished and went to a black screen where the music just kept on going. I could still access the console, however. It doesn't seem like a conflict with another mod, either, because I emptied out base and it still occured. However by this point you've basically experienced everything there is to experience. If anyone else can confirm this error, maybe we can talk Larry into a quick fix for it ;)
Even despite the bug, I strongly recommend a download. It's not every day we're blessed with single-player mods.
New Textures: Yes
New Models: Yes
New Music: Yes
Bot Support: No
~Inyri

would want to hear this particular song in their MP in-game starting menu. Personally I don\'t like this arrangement at all, and I [i]am[/i] a fan of Latin church music. The words are indestinguishible, the harmonies are weak, and the melody is just boring. I\'ve heard far better arrangements of Agnus Dei. This sounds more like a Gregorian chant. But to each his (or her) own.
For those of you unfamiliar with Agnus Dei (which I imagine is most of you), and you\'re curious what the words are, they should be something like this: Agnus dei quitolis pecata mundi miserere nobis dona nobis pacem. Latin church songs really are quite simple. They just repeat two or three sentences over and over again.
For Americans especially, who are pretty much isolated from the countries in Europe which speak the romantic languages (France, Italy, etc), we don\'t have a clue what the words mean anyway, so the fact that you can\'t even make them [i]out[/i] in this arrangement probably won\'t matter. Whether or not you like the tune will really be the question here, so you\'ll have to check it out to find out. But if you know you really don\'t like church music or music similar to church music, don\'t bother downloading it.
For those of you who play single-player, this will conflict with some single-player level music. It would really be nice if, for once, this author would take that into consideration and remove such conflicts, considering it\'s as easy as opening up notepad and making a small change.
~Inyri

going to get any better than this without some serious changes to more than just images. So we can probably say, for now, that this is the closest we\'re going to get.
The author recommends you use these blades with dynamic glow, but to be frankly honest they\'re even [i]farther[/i] from perfect if you use it. The glow is much too large with dynamic glow, so [i]I[/i] would recommend using them normally. Even normally the glow seems a little over the top, not to mention the colors are a little too saturated if you want to really go with what was in the film. The blue lightsabers in Episode III, which are quite possibly the most prominent color (considering Obi-wan and Anakin both had blue lightsabers) is completely the wrong color. In the films it is more of a cyan, so if the author [i]really[/i] wanted this to be \"super perfect\" he should have noted that and changed the color accordingly.
Other than that, everything seems okay. The core seems about the right size and shape, depending on which pictures you look at, although I don\'t claim to be a prequel lightsaber expert. However as far as Episode III blades go, these definitely wouldn\'t be a bad choice.
~Inyri

pretty though :) Basically, this mod takes almost everything in the game which is remotely natural looking (and even some player models) and gives them a super dynamic glow. You'll need a vid card which supports this function to use the mod, and you better have eyes which can take a lot of strain!
I guess whilst some things look nicer with a glow, giving my stormtrooper SP model a big glow doesn't really work - and seeing glowing rock faces and grass doesn't really fit the bill either. Still, it is interesting to see how the game looks with the shader modifications, and if you like glows in general you'll love this :)
~Szico VII~

Smiley bombs too :o There was something in the readme about changing the primary fire to some black rods but it didn't work for me :S
Needless to say, I like this mod a lot, as it takes away some of the seriousness of JA :p If he had changed the sounds to silly sounds I'd definitely keep this in my base folder.
~Shagolas

because of the very misleading read-me the author provided.
The saber sounds in this mod come from the Movie Battles mod by Avadann Kedeth. The rest of the sounds supposedly come from Jedi Academy and have just been rearranged. To be honest, I didn't like most of them. The only one that really fits is the blaster pistol. The rest are just strange. The bowcaster now sports the X-wing laser sounds (supposedly this is supposed to be like in RotS, but I think I would have remembered laughing upon hearing that). The blaster pistol is, as I said, the sound from Han's blaster, which is the only one I liked. The concussion rifle has the sounds from the large emplaced ion cannons, while the disruptor sports the tusken rifle sounds. The rocket launcher's sounds aren't actually that bad, though I prefer the original.
If you're looking for some spice in your sounds, feel free to download this.
~Inyri

RotS when I was watching it. The author states that this style grew on him after seeing RotS several times, and that in addition to modifying the core he brightened the color (and changed blue completey) and increased the resolution of the saber glow so it\'s more smooth.
Yeah, I bet you smelled a gripe coming. All good mods have gripes. This mod is good enough, but I just don\'t like the glow. It seems to me like the author slightened the cores, pointed them, but left the big fat glow alone, and now it just seems too big. I\'d like this mod a lot better if the author went back and resized the glows to match the new blades, however that\'s my personal preference so you\'ll have to decide what you think for yourself.
~Inyri

bugs and issues that needed to be addressed. Cue the patch for ForceMod III. All of the fixes can be read in the readme, posted below. This is the patch for Linux, Mac and for those who prefer to do it manually.
~AmosMagee

is supposed to be like, the be-all, end-all in duel maps. I wasn\'t impressed. It was bland and boring. I found z-fighting. The map is too big for a duel map and too small for an FFA. There\'s nothing interesting about it. The sabers didn\'t seem to be different in the slightest. The Bushido sword was nice, but I wonder who modeled it. The menus were changed, there are apparently some skins included and taunt moves. Overall though, this mod is less than mediocre. Download it if you\'d like, but you\'ll find better mods much more worth your time to download.
~AmosMagee

you\'re new to Lugormod and you\'re not sure exactly what it does?
I believe I\'ve explained it all before in a previous review, It\'s good and all but it\'s \'work things out for yourself\' kinda thing, you can basically do anything with the mod, ranging from FFA to Role Playing.
Things like \'King\' and admins being able to spawn things etc. Bot\'s are more intelligent, ask YOU to duel and saying.. strange things. You have to try it before you judge it, but I recommend if you\'re going to play it, to play it on a Lugormod server first to see how it works etc. Without a explanation I probably didn’t find half the stuff it can do.
So what’s new in this version?
[QUOTE]* fixed so that admins don\'t have admin cloak in team games.
* added a new game type that I call Battle Ground (for now)
* severing duels can be disabled with a g_privateDuel flag.
* added the chicken rule (for not accepting duels). It can be disabled with a g_privateDuel flag.
* you can now score (persistant) points from bots (if you have less than 10)
* added level based force powers and force regen time
* added a check to disable invisible model parts (siege_model)
* enabled holocron ffa game type
* fixed a bug with the jet-packs in siege
* fixed a bug that triggered an assertion (saber locks)
* added a cvar for shield generators
* fixed some minor bugs.
* fixed some really annoying memory leaks.
* fixed a problem with the spawner command.
* turrets that target armed no longer target players with the tele gun.[/QUOTE]
I wasn\'t too excited, although I am anticipating version one ;).
-Rink
Oh and the Windows, Mac and Linux versions are all in this .zip file this time. :)

mean, what\'s better than cutting someone up with a saber of light? A saber of fire, of course! And the good news is, it comes in seperate .pk3s, so if you like the hilts and the blades but not the sounds, you can just remove the sounds pk3! That\'s always a bonus. The sabers look nice like fire and with a new glow, but I noticed that green, orange, and yellow were all produced the same color when chosen- green, and blue and purple both produced a blue saber. But the colors still had their own color trail. Odd. The soundswere great, sounding like the fire from the game. The hilts were the one thing I didn\'t like. They didn\'t look like they were glowing, they just looked solid red. Good work on the sabers, and I hope there comes a version 2 with all the colors!
-Shahadi[/quote]
I must say, I like these sabers a lot. The new sounds accompanying the sleek flame-ish look of the blade makes for a good package. There are every color of sabers this time, so that\'s a definate plus. The blades also look much better and have a new saber trail. Once again, the hilts, blades, and sounds come in seperate pk3s, so if you don\'t like something but like another thing, you\'re ok! Good job!
-Shahadi

every other taunt ... \"Take that!\" It gets terribly boring hearing that taunt from everyone. So what the author did for Morgan is he took the taunt from JK2 and replaced it for JA\'s Morgan. My only suggestion is that you do this for all of the models from JK2 in JA. Y\'know? Mmkay. So ... download this if you\'re tired of hearing Morgan say \"Take that!\" :P
~AmosMagee

Academy.
ForceMod III - Return of the Sith gives you the option of nearly 30 different classes. I can\'t even list all of the classes here, there are just too many. But as an example, as a Jedi Warden, you get a limited number of force powers, a lower saber attack level, but you get a Bryar. As an Aurorian, you get all light side force powers (up to level 4!) and level 4 attack and defense at max, but no other weapons other than your sabers. There are many other variations on these limitations which really seem to balance the mod/game.
There are several new stances added - some specifically for single, dual or staff sabers. Some of the sabers are destructable as well. There are many new special moves added and a ton of other stuff including, but not limited to, cloaking, flame gauntlet, optic radar and a jetpack. There\'s just so much here, I really can\'t cover it all. Download this mod and check it out. I wouldn\'t be surprised if this starts popping up on a bunch of servers. :D
~AmosMagee

Academy.
ForceMod III - Return of the Sith gives you the option of nearly 30 different classes. I can\'t even list all of the classes here, there are just too many. But as an example, as a Jedi Warden, you get a limited number of force powers, a lower saber attack level, but you get a Bryar. As an Aurorian, you get all light side force powers (up to level 4!) and level 4 attack and defense at max, but no other weapons other than your sabers. There are many other variations on these limitations which really seem to balance the mod/game.
There are several new stances added - some specifically for single, dual or staff sabers. Some of the sabers are destructable as well. There are many new special moves added and a ton of other stuff including, but not limited to, cloaking, flame gauntlet, optic radar and a jetpack. There\'s just so much here, I really can\'t cover it all. Download this mod and check it out. I wouldn\'t be surprised if this starts popping up on a bunch of servers. :D
~AmosMagee

while to notice that much of a change, although as I always say I\'m not the biggest SW fan so I can\'t judge sound accuracy when it comes to things like guns.
The new sniper HUD is definately different, has a slight bug with the power indicator (it\'s not lined up correctly) but it\'s not that bad.
Of course there is a bug and this is the second weapon mod in a row that has had a simlar bug! Look at the screenshot below, the shader isn\'t working for the image. I tested this one on my GTK install of JA (I use 2 installs on my PC) and this happened so I know it wasn\'t for the same reason as the other.
As I said, a mini-mod but for some it will be worth it, you have to download to find out though!
-WadeV1589-

kind of phaser weapon now.
-The teleport sounds (spawn sounds) are longer now and have far more bass to them, not sure if I prefer them yet but it\'s certainly a change.
-The \'talk\' sound is more Star Trek com badge like now.
-Item respawning uses a new sound as well which is quite short and crisp, this one I think I do prefer.
-WadeV1589-

for! It\'s not bad for a first attempt either, it doesn\'t re-skin the entire model but changes bits here and there (most noticeably that top!) The shading isn\'t very realistic and looks like a blending in PSP but still it works and it certainly leaves little to the imagination about what is there.
If you play SP through and want a change, here ya go, if you\'re one of those guys who like the models that reveal the female figure somewhat, here ya go, if you want to whine and call it dirty and perverse...DO NOT POST IT HERE. I will have no mercy on anyone who goes too far in the comments, if you really don\'t like it because you disagree with it then do not post...comments are for comments on the skin itself, not what you think of what the skins stands for. K?
-WadeV1589-

Something ... in my opinion ... that is a bit too powerful and duels just end way too quickly. RED SITH has combined dual lightsabers and the saber staff and created dual lightstaffs. It\'s almost impossible for anyone to penetrate the two staffs, so you almost never get hit. And the damage that the sabers cause is just huge.
Also, the author reskinned the staff saber you use for this mod. My screenshot doesn\'t really do it justice. You\'ll have to just see it in-game. So if you\'ve always wanted dual saber staffs, now you have \'em. It\'s just a pk3 you drop into your base folder, but they\'ll need to be uploaded to a server for you to use them anyone other than your own machine. Y\'know? So ... yeah.
~AmosMagee

work re-coding parts of the game or creating a new character and so on, now modders include those with an artistic flare in the menu sense. Yes, this is a menu mod, one of those mods that require no C++ but can make the game appear very different.
So what gets replaced this time? Various menu graphics changed to be in line with the second Star Wars movie.
I liked the load-up screen, replaces that bloody annoying copyright pertaining to LucasArts. WE KNOW YOU OWN THE GAME DON\'T REMIND US! So yeah it\'s not gone but it\'s replaced :) The main menu screen is interesting, nice to see the manipulation of the central movie viewer - you see it through the roman numerals II now, very nice: however who\'s the green dude? Don\'t say Yoda otherwise he\'s looking pretty damn ill; looks like he has a severe case of bloatitis! The console also has an Episode II flashing background.
As you get onto the \'Starting up\' screen you\'re greeted with another new screen; just my luck to forget this dudes name! I must get more caffeine today...
There is also an included folder that changes that start-up screen, you know the one \"Install JA\", \"Play JA\" and so on. This also follows the second movie theme.
-WadeV1589-

have custom stances and some have altered sabers, like the really short one. The only hilts that I didn\'t really like were the reversed saber ones. Like, you hold the hilt in front of you, with the saber behind you, sorta. You\'ll have to test the hilts to see what I mean. Some of the hilts here, I really like, but I\'d rather use the hilts without the altered stances and animations.
This hilt pack didn\'t really need any new sounds added. They are, after all, still just sabers. And I\'m glad there are no new sounds, actually. As much as I like some of the hilts here, I won\'t be keeping this pack. There are just too many here that I don\'t like. But the file size is small enough that it shouldn\'t be too much of a hinderance for you guys to download it. So, enjoy. :)
~AmosMagee

Tarados Gon are working on. Their next NPC mod called NPC Wars will include several pk3\'s with a Star Wars movie theme for each one. Y\'know, like The Phantom NPC\'s, Attack of the NPC\'s, A New NPC, The NPC\'s Strike Back ... etc. :) But I\'m getting way ahead of myself here because that\'s not the mod we\'re reviewing here. This mod will allow you to spawn such NPC\'s as Eeth Koth, PloKoon, Windu, KitFisto, Dooku, Anakin and Yarael Poof (AAHHH! Creepy toes!) ... among many others.
You can find the entire list of NPC\'s below in the readme. It\'s a good collection of NPC\'s. And I can\'t wait to see what you guys have put together for your next mod. :) Especially if there\'s some customization of the NPC\'s.
~AmosMagee

core _humanoid animation set via modifying the animation.cfg file, effectively making the model perform a different motion when an action is done.
According to the ReadMe, these changes are:
*Walk animation for Dual sabers
*Walk animation for the Staff
*Run animation for dual sabers
*Run animation for the Staff
*Force Jump animation
*Blue stance for single saber(animated)
*Red stance for single saber(animated)
*Dual sabers stance
*Stand idle animation
*Dual sabers victory taunt (gloat)
*Red stance victory taunt (gloat)
Now I know the concept of rearranging the animation.cfg to make different animations isn\'t very new, but overall, I think the new animations look quite good. Some look a little weird in some cases (Like when you stop running on single red stance), but I think this is file is still worth a download. :)
-TiM

said, I don\'t have much experience with melee in JA. Apparently, this mod makes it possible to attack with the punch repeatedly. Also the melee stance was changed. It seems that other things were also sped up, hence the name of the mod - Highspeed Melee. :)
Also, the sound effects were changed a bit so that the sounds are bit more exaggerated, I suppose. So if this is something you\'ve been looking for - something that speeds up the attacks and changes a few things a little - then download it now! :)
~AmosMagee

bryar pistol, and you're too high up to hit people with your saber. And you can't even get on if you dont have a high force jump, or nearby ledge :( So it's a very pointless mod, because you cannot actually DO anything with it. However it's extremely fun running bots over, and generally being bigger and better than all your opponents. ;) The second annoying (and slightly odd) thing, is that your rancor never stops moving its legs. It always looks like it's going forward, but doesn't move unless you are pressing the forward key. To add to this, it does stop, but only when you slice it. What kind of odd behaviour pattern is that :D
This mod is a very nice idea, and although it has its fair share of flaws, in both single and multiplayer, the author has promised that more features will be added for the next version, and theat bugs will be fixed. I hope so, because if they are, I can see this becoming a cool mod. So, it's not quite ready yet, and it is rather big for a great deal of maps, but fun nontheless. A very cool idea which has been fairly well converted into a mod, and with the next releases I hope to see great things from it! ;)
~Szico VII~

get the current saber colors and modify the RGB components to alter the color, that's all there is to it.
I must admit these colors do look neon, which is nice. I like the idea of the sabers being something "strange" and neon glow sticks works for me. Like I said though, this is a very simple mod so don't expect much apart from neon colors!
-WadeV1589-

would be important in setting the tone, or the mood for the tale. However, if I\'m just playing around on a server and reenacting scenes from like, Episode 1, I do not need the exact same saber sounds from the movie to make the experience more realistic. (And by the way, I only did that once, in JK2, on that Duel of the Fates map and I was really, really, really bored.) Saber sounds just aren\'t that important to me. But maybe they are to you!
This is a little saber mod with four pk3\'s included. Two come from the original trilogy and the others are supposed to be from Episode 2, including the sounds. Which is a tad confusing, because the author mentions that the \"darth maul\" push sound is in there, but like, Darth Maul isn\'t in Episode 2 ... right? Anyway, as with all saber mods, all I can do is toss up a screenshot and suggest that you guys try it if saber mods are your cup of tea. :)
~AmosMagee

apologies to the author, the readme did not make it clear that the .pk3 should be in your gamedata/japlus folder to work and so the bugs and errors I wrote about in the original review were only as a result of not having the file in the correct folder! I have amended the review below!
Well, first off, let me just way; wow. I donâ€™t think I have ever seen a Menu Mod as comprehensive and as awesome as this is, it isnâ€™t just a re-skin, it is a complete overhaul of the menu interface making it look, feel and work completely different than before. Obviously the first thing you notice is that great looking hi-res animated background on the main menu as well as the 2.5D effect menu buttons, but there are a lot more cool features. My favourite has to be the way you can preview a skin before using it using the preview window to the right of the selection menu, very handy! The saber selection menu also looks very slick and the JA+ saber RGB menu (as well as the skin RGB menu) are great to play around with!
Now the author mentions in the readme that this was designed to work with JA+, as I mentioned above, you will need to put the .pk3 in your gamedata/japlus folder for it to work correctly when you load up JA+ from the mods menu ingame. It does not make this clear in the readme, which is why I was having some problems with the mod before; I was putting it in the wrong folder! The mod will mostly work on Base JKA, but some features like the model viewer and RGB sabers will not work.
I have to say, [b]this is definitely well worth a download[/b], the menu graphics are very slick and high-res and I liked the little touches like the moves list button being added to the character menu and the animated main menu background. I would definitely rank this as one of the best, if not the best menu mod I have ever seen! If you need any further convincing to give this a try, just have a look at the video below.
One thing I would like to see in any future versions is an awesome HUD to go with the rest of this great graphic work, I think that would round the mod off very nicely. That and donâ€™t forget to mention in the readme next time that you need to put this in your gamedata/japlus folder and not gamedata/base! I feel rather embarrassed I didnâ€™t figure that out myself! xD
Keep up the excellent modding SWGalaxy Team! I really look forward to seeing more from you in the future! :D
~Nozyspy~

Academy.
Well, DarthStevenus to the rescue, and then some! :)
I don\'t know why this is listed as a mini-mod when it is anything but. Todays package, is new effects for Force Lightning, or as I like to call it now, \"Force F*** You!, mwahaha! }>
The only thing is that you can only have ONE variant installed at a time. Me personally, I\'ve love to see a mod made that lets you cycle through all the different effects and colours within the game itself, but I suspect that would be impossible. Still, you\'re spoilt for choice with this pack as it stands at the moment. :)
Not only do you get a selection of new effects for Force Lightning (I love the data beam variant), but you also get a new Force Lightning stance, a new Force Push effect, a new lightsaber, and 3 slightly modified weapons.
This is most definitely, a win. :)
[b]New Sounds:[/b] Yes
[b]New Animations:[/b] Yes
[b]New Effects:[/b] Yes
[b]New Models:[/b] Yes
[b]New Textures:[/b] Yes
-SuperSmeg

choose from a variety of colours. No metallic paint option though unfortunately, and the chromed exhaust pipes cost extra.
Just remember to only put [i]one[/i] .pk3 in your base folder. Just pick the colour you want and away you go!
~Nozyspy~

graphics for the force icons in JKA. As you can see from the screenshots below, Dark Side powers are red (obviously!) blue is Neutral powers and green is Light Side powers. Personally I think it would have made more sense for the Light Side powers to be blue and Neutral to be green, but as the colour scheme has been taken from Dark Forces 2 I guess I cant complain as that is one of my favourite games.
All in all a nice little mod here, personally I think these look much nicer than the base JKA icons! I also think a JK2 version of this mod would be cool!
Give it a download if you fancy a change!
~Nozyspy~

from the readme which explains what each of these missing NPC's is and what it does:
[quote]The NPC's are:
glider
mark1
mark2
minemonster
The glider is a flying reptile native to Yavin IV. It looks like a cross between a pterodactyl and a heron. When you spawn it, it will be "asleep." The easiest way to wake it up is to spawn a jawa nearby and walk in front of it.
This works well for droids as well. The glider doesn't move very quickly, but it will follow you if you were the first person it saw when it woke up. Otherwise it's harmless. RavenSoft didn't make any sounds for the glider.
For a more dynamic glider, check out my [url=http://jediknight3.filefront.com/file/Glider_Vehicle;120635]Glider Vehicle pk3[/url]. It uses the pekopeko and shakk sounds.
The mark1 is a large, heavily-armed attack droid. It'll attack as soon as it sees you.
The mark2 is a small droid that sort of sits there whirring about as if deciding what to do next. So far as I've seen, it's harmless.
Minemonsters, or "shrugs" as we've been calling them on the server for ages, are nasty little creatures from the crystal mines of Artus Prime.
They're surprisingly fast and vicious, and a swarm of them can cause serious injuries in a short time. Thankfully, they're not very smart.[/quote]
Well I certainly remember the Mine Monsters from Artus Prime in JK2, nasty little critters. If you take a look around the cantina level of JK2 when you speak to the Chiss Bartender, have a look around, there is actually a a pit nearby where a couple of patrons are fighting Mine Monsters!
The glider is also really cool looking, but alas it doesnâ€™t really do much. I also remember the Mark1 and Mark2 from the Doomgiver levels in JK2; the Mark1 is the mini AT-ST type thing that breakes out of some crates in the Doomgiver levels and attacks you, and the Mark2 is basically a mouse droid type thing... with a gun!
Overall then a small but interesting mod which you can definitely have some fun with if you put it on your server! :D
~Nozyspy~

put ERP in the title so i can recognize it in my inbox[/quote]
I always find it difficult to review animations.
Basically, this is a beta animation pack for a hoefully larger mod. I assume, by the name, that it is for the purpose of a role playing mod, but don\'t quote me on that. :)
There are a couple of bugs, but that is the purpose of betas. \"To squish the bugs\". I myself didn\'t really find any bugs at all, but then again, I probably don\'t have the right mods that fully utilizes the new animations. The ones I did see though, were really not bad at all.
-SuperSmeg

anything about the source material, I can see that this is a very slick and well made mod. There is plenty of movement in the menus and such, this is immediately obvious when the main menu screen loads, and a giant \'U\' symbol tries to leap out of the screen to kill you with its sharp stabby edges. :P They certainly arenâ€™t static, thatâ€™s for sure, the ingame menus pulse slowly and even the cursor moves gently from side to side. The HUD is neatly rolled into just one package on the left side of the screen, which contains everything you need to know. Once again the graphics and presentation here are very slick!
This also happens to have been made for a clan who\'s logo is also the Unreal logo, however since that is the case this is perfectly suitable for anyone who might be a fan of the Unreal Tournament games!
Overall I think this is a great piece of work, although my main complaint is that giant \'U\' on the main menu, the way it zooms in and out and moves around is a bit hypnotic and it was uncomfortable to look at after a little while, I would suggest maybe lessening the amount of movement it does, but that\'s just me.
Keep up the excellent work!
~Nozyspy~

the download link only!***
Well, what a treat we have for you today! The long awaited Neo Dark Ages mod is here and it looks fantastic! As you can probably guess from the title of the mod and a cursory glance at the screenshots below, this is a dark ages/middle ages themed mod with the ever present fantasy twist.
[b]Maps[/b]
There are only two maps included here, a small mountain/canyon type map and a much larger medieval village type map. The mapping work on both is very good, though it is in some aspects a little blocky and some of the textures a little lower resolution that they probably should be, but it isnâ€™t anything major and they are both very good. The village map is most certainly my favourite as it captures the fantasy/medieval village theme perfectly. Plenty of old wooden buildings placed on multiple levels with rocky outcrops and huge walls. The gate in the middle wall even has a dragon (!!) blocking the path. I did attack the dragon, but for some reason it did not cause me any damage, so I do not know whether that is a bug.
That brings me on to the next major feature, probably my favourite part of the whole mod...
[b]Weapons[/b]
The weapons are, in a word, amazing. Some of the best weapon modelling, texturing, effects, and sounds I have ever seen. Not only is there a huge variety to choose from such as; axes, warhammers, swords, shields, pikes, banners and an assortment of more fantasy themed things like mystic looking tree branches and daggers. There are many more variations of each of these weapons to choose from as well. And that's only the melee weapons! For ranged weapons there is a crossbow which fires flaming arrows, a tree branch type thing that shoots mystical green energy balls, a dragon which sits on your back and breathes fire, and angelic wing that sits on your back and shoots angelic energy and a staff that shoots lightning bolts.
Wait, I havenâ€™t finished yet!
Then there is a strange mechanical looking device which shoots balls of cosmic energy accompanied by effects that look like exploding galaxies when they hit and even a cross which shoots cross shaped bolts of energy. Yes I do mean a crucifix. A strange weapon to replace the Bryar Pistol, but it was kind of fun! The visual effects for these weapons are all new and custom made and the sound effects compliment the weapons wonderfully and sound amazing.
I have to say I had quite a lot of fun firing the crossbow at the bullseye targets lined up in the village map. Though I think the arrows disappear too quickly afterwards, I do not know if it is possible to make the 'arrow stuck in target' effect to last longer, but I think it would be good if this was possible, as the arrows had a habit of disappearing before I could run to the target to check my aim! I can imagine this could be a very fun game itself for people to play on servers using this mod!
[b]Skins[/b]
There are a massive amount of skins to choose from. Knights in armour, animal skin clad barbarians, wizardy looking fellows and assassins. Not to mention the fact that you can also customise your own character using a variety of parts from the customisation menu. As with the weapons, all of the skinning here is top notch work, high resolution and packed with detail.
[b]Everything Else[/b]
There are many other smaller parts of the mod, which nevertheless are just as important as the large parts like skins and weapons. The main menu in particular is worthy of special note. It still has the same layout as the base JKA menu but is almost completely unrecognisable. It looks very much like an astrolabe and the moving 'cogs' in the center circle look really unique and I loved the overall feel of the menus.
As for music, that two has its own unique feel that fits very well with the theme of the mod, though personally I would have preferred something a little more cinematic, Lord of the Rings perhaps? Thatâ€™s just me though!
Of course, no medieval setting would be complete without a trusty steed for the Knight, and yes, this mod does have ridable horses! The animation and modelling is great, but I would like to see a more open map that has plenty of space to ride the horses in, or maybe even a jousting arena? ;)
[b]Conclusion[/b]
This is a very unique mod and definitely worth a download. It has been in production for a long, long time; I remember looking in on the NDA website a couple of years ago out of curiosity so its great to see it come to fruition! That said this is still only an Alpha version and it has great potential to be expanded. There are quite a few features, like demo recording, a speedometer (!) and a zombie siege type mode (!!) among others! Be sure to check out the readme file for the full low down!
The main thing I would probably suggest for the next version is to add a couple more maps as two isnâ€™t very many compared to the amount of weapons and skins. Overall though I think this is very well polished for a mod that is still in alpha!
Keep up the excellent work guys, you have something pretty special here, it just needs to be expanded upon! :D
~Nozyspy~
***Please note that due to the size of this file, we could not upload it to JKFiles directly. Please download it from here! The main download link at the bottom of the page contains a dummy file with the download link only!***

to other players. :p
It looks nice though. Kind of like a Battalion of Knights seal.
I'm sorry. I recently watched "A Knight's Tale" tonight, so that was the first thing that popped into my head when I saw this mod.
[b]New Textures: Yes[/b]
Download at your leisure.
-SuperSmeg

the download link only!***
[i]Firstly, I should apologise to the makers of this mod for the delays in getting it reviewed. Apart from the huge filesize, which was a problem for the site upload I am the only one working here at the moment (we are unable to hire new staff due to login bugs) and I have so many things to get done![/i]
I have seen graphical improvement mods for a few other games, usually involving higher resolution textures or higher poly models, but here we have something rather special; a [i]huge[/i] graphical improvement mod for JKA, which not only has given the games textures a good going over, but adds some really beautiful new shader and bloom effects, helping to make JKA that little bit prettier!
Before I go on though I should mention that I had some complications getting this mod to work. I run Windows 7 (XP was my old friend, Vista was evil and shall burn in hell) and I was getting the â€œVM_Create on UI Failedâ€ error message in the console that stops the game from starting. On Vista and 7 this can be fixed by running JKA as an administrator and setting it to Win XP service pack 2 in the compatibility tab (right click on shortcut then properties).
However this mod obviously did something which invalidated that. However, after a bit of faffing around and experimenting, I got it to work by going to my gamedata folder and doing the administrator/XP Compatibility thing on the jamp.exe (should also work for jasp.exe) and doing the same for the JAMinimizer.exe which can be found in the same folder. After that I used the mods shortcut on my desktop and it worked fine. Though when you set your display resolution and other things in game, you will need to restart the game properly for it to work.
I should also mention that you need to make sure you select the correct path for your LucasArts/Jedi Academy folder in the installer as it is not set by default!
Also, donâ€™t forget to use the JA Configurator Tool to make sure the mods graphical and other settings (of which there are a variety, such as menu, JA++ etc.) are right for you! And if you decide you want to uninstall it that is very easy, just use the Uninstall Shortcut and it is done in a jiffy, so you neednâ€™t worry about digging through your base folder to delete things.
Anyway, on with the features! Apart from masses of revamped textures, which have been given more of a grainy, harsh look (those these can be turned off in the configurator), there are also some amazing bloom/glow effects. On their own, the textures would probably look a bit over done, but combined with the bloom effects it gives JKA a feel much more like the graphics in modern games. Daytime skies in particular look amazing with the bloom shader, though beware of snow, as the bloom effect washes out all detail in the snow texture and basically makes the ground look like a light bulb! I suppose they donâ€™t call it snow blindness for nothing!
There is a completely new menu, a rather eclectic mix of new skins and the ability to have a first person view for lightsabers, among many other things!
I imagine some people will not like the way the game looks with this mod, it is a [i]big[/i] change and things like bloom effects tend to be love them or hate them kind of things. Still I think this mod is well worth a try if you are looking to spruce up the way JKA looks! I think the screenshots below speak for themselves!
Unfortunately there are a few bugs here and there, one i encountered was that the graphcis settings kept resetting themselves. Another one is that for some reason maps which use portal skyboxes appear invisible which renders them unplayable. Rather weird bug! I cant think what could be causing a bug like that. :S
Overall though this is a pretty amazing mod, I have not seen the likes of this before and I think this is some thing pretty special, so good work to all the people who worked on this! :D
~Nozyspy~
***Please note that due to the size of this file, we could not upload it to JKFiles directly. Please download it from here! The main download link at the bottom of the page contains a dummy file with the download link only!***

the plain old base JKA HUD to look like the HUD in the original Dark Forces II: Jedi Knight. The HUD itself is accurate to the original, though much higher resolution of course and with an addition or two, such as the saber style indicator.
So, if you fancy a change from the usual JKA HUD, or are a fan of the original Jedi Knight then give this a download! As for me, I am feeling a bit nostalgic, so I might just go and re-install DF2: Jedi Knight and Mysteries of the Sith... ;)
~Nozyspy~
***The main download link at the bottom of the page is currently not working! Please download from here instead!***

you swing, I mean, the OJP team managed to make film accurate lightsaber blur effects, why not Raven? It would have made the game much more cinematic... Oh well.
SonofWindu here brings us a new mod which rather elegantly gets around that problem by simply removing the glowy white smudge in the middle of the saber trail and leaving a simple faintly coloured 'swoosh' instead, which I think looks very cool. The screenies the author has supplied below should give you a pretty good idea of what it looks like! The saber blades have also been tweaked; now looking slightly fuller with deeper richer colours and a slightly pointier tip.
All in all a nice little saber mod here, which may just usurp the saber blade mod which I currently use!
Keep up the fine work! :)
~Nozyspy~
***The main download link at the bottom of the page is currently not working! Please download from here instead!***

mod of great and potent convenience, I reckon. Essentially, this is sort of a menu mod of sorts that allows for toggling of certain variables, settings, all that good stuff. The mod only can be activated whilst in-game, but it plays nice with others, so no big deal.
What kinda functions does it activate? Eh, nothing MIND-BLOWING. Force Regen, speed, gravity, stuff like that, but it also has the ability to mod weapon damage(?) and enable some other misc. mods, which isn't too bad. So yeah, it's a neat little tool, but keep in mind, some of those commands require cheats to be active to use them, so may not be for everyone.
M'kay, victory.
- Averus Retruthan

downloads, just because of its simplicity.
The screenshots will reveal all in this scenario. If the screenshot server happens to go down by the time you're reading this, basically I'll sum it up real fast.
Fast: Diagnol Cross block
Medium: Standing idle, relaxed.
Strong: High Block cross high.
Dual: Staff default.
Jump Forward/Back: Alora jumps.
Jetpack is pretty much Boba Fett SP, like it shoulda been. Need more be said? Nah.
- Averus Retruthan

is out I still havenâ€™t got it. I am afraid I do procrastinate sometimes! Anyway, this little mod changes the main start-up and map loading screens and gives the main menu a makeover, with a new animation in the center area which features a rotating wire frame character, which looks suitably Tron-y.
Overall I think this is a cool little mod, especially if you are a fan of Tron Legacy. I do feel there are a few areas which can be improved upon though. My main gripe is that the images, especially on the main start-up screen are rather low resolution and show a lot of compression artifacts; those little blocky squares you often find on .jpgs which have been compressed to make the file size smaller at the cost of image quality. Other that that, I think it would be cool to replace the main menu music with something from the Tron Legacy soundtrack.
Anyways, keep up the good work Zicmak, I hope to see more mods from you soon! :)
~Nozyspy~

JK2....but there's one problem: SOUNDS. Old JK2 Reborn apparently was handed the new reborn soundset, which was...eh, mediocre to fair, and left to die with only a fraction of its options.
....Someone noticed and took action.
So yah, If my rant or the title didn't clue you in, you're pretty much busting rocks with your head for a living. The soundset included adjusts the reborns back to a mixture of some of the old JO soundsets. Unfortunately, the approach used is kinda...well, unusual. The ideal situation would have been this: Four pk3s. One including all the soundsets, and three that adjusts the sounds.cfg of the reborn model, depending on which one you'd prefer. Our dear author has chosen to just sorta mix and muddle them all up. Not necessarily a faux-pas, but I don't recall Stormtroopers constantly swapping out voices, though I do recall the Merc Commander in T2_ Rancor that used a stormtrooper's voice....yeah.
So, case in point, the intent is pure, but the approach coulda used a bit more thinkin' over. It's a start, though, so definitely keep at it, lad.
- Averus Retruthan

is pretty minor, but even so, yay for bug fixes.
Here's what was fixed:
[quote]- SP: Force Power Menu / Weapon Select / Bonus Style Selection Glitch: this was causing an issue when trying to select force powers and weapon selections when the user increased their saber offense. I have reworked the sequence which now forces the Bonus Style Selection to occur immediately after Force Power Selection.
-SP: Mission Video Glitch: repaired the issue where Luke or Kyle start speaking immediately after a mission is complete. Now the Mission Complete screen pops up and they only start speaking once OKAY is pressed.[/quote]
Considering the 1000+ downloads on the last release, this should make a fair amount of people happy. Go forth and enjoy.
One note: you will need 0.9.5 installed prior to installing this. This package contains only the update; the actual mod is not included in here.
-Caelum

could call it. I'm going to take up the author's offer and just quote what all he did, 'cause explaining in my own words...well, pointless!
[quote]Changes:
* Game Loading Screen: It changes the image that appears when the game begins to load.
* Menu music: It changes to the Rebuilt Jedi Enclave song you can hear while playing KotOR II: The Sith Lords (hope this is not taken as Spam or something :P).
* Console background image: Gave it a bit of blue tone but principalle more brightness.
* Menu Background image: I played a bit with Constrast and Brightness :P. Also made the Circle in the center black and changed some arrows to a brighter blue.
* Button color background: Made it brighter
* Game Cursor: Changed it for the one you have in Jk2, and changed the "blade" from blue to red.
* Server connection/ Initializing Screne: Changed the whole image.
* Game Hud: Changed the hud to a one with our Clan Logo, made the hud grey, made the Health, Armor, Ammo and Force bars brighter also.
* Saber Core: Althought I made it brighter, I'm not very sure that this change can be easily noted.
* Lightning: I gave both the Flash and the lightning itself a blue color.
* Scope: Gave it a tone of Red, changed the circle that spins when looking further, turn the power charging bar to black, and made a "cross" in the center of the scope.
* Menu and scoretable: When you are inside the game, and press "Esc" the menu bar that appears on the top, well that bar was given a darker blue tone, and also to the one from the score table.[/quote]
So, there y'have it. The screenshots'll tell a better story than I will at this point, so peek n' download. I command it.
- Averus Retruthan

author. First off, let's start with the first thing that caught my eye, the metal textures. They've been improved from the stock textures and given a nice new reflective-shine to them. Next on the list is the rock textures, they're not exactly what I'd call HD but good-looking, nonetheless. Finally, the effects files have been altered a bit as well; the bow-caster has the most noticeable change compared to the blaster, and speaking of which the pistol now has a nice new metal muzzle. Over-all, the Hollywood title may be a bit deceptive, but it's still a decent graphical tweak, so if you're into that sort of thing give this a try and don't forget to leave a hand print in the cement :D
-Computernerd.
[quote]DESCRIPTION:This is a graphics tweak and small weapons mod .I have added a chrome fx to
all the metal texture through out the whole game and I have tweaked all the rock textures
to make them more hi-def looking .Along with these improvements I also made new textures
for the thermal detonators the disruptor rifle the DL-44 heavy blaster pistol and tweaked
the E-11 blaster rifle and the wookie Bowcaster to look more like the movies
Hope you like these changes.Now go fourth and blast some stormtrooper *&%^$%@![/quote]

have to admit, it looks pretty good even if at times it does look a bit like snow-flakes :p
Despite that, it's a pretty neat mod and it will certainly be a big hit to all you Ninja enthusiasts.
[quote]Are you a ninja?
Are you a ninja wannabe?
Do you have the Samuri and Ninjas pack?
Do you have one of those t-shirts that states that you are a ninja?
Do you just like sharp pointy objects?
Then this is a mod for you.
This is a lightning replacement that will turn your lightning into hundreds of shuriken. The electric hit effects have been changed to red to simulate blood. After all, you are throwing sharp impliments.[/quote]

cloaking device. Not only is it a fantastic looking design, it's barely visible, as a cloaking effect should be. However, even with the gloss, you can still be located. Some general cloaking tips:
- Keep to shadowed/dark areas in the map to maximize invisibility.
- Avoid bright areas, as the shader will make you easier to spot.
- Make yourself a small target. Crouching or emoting a laydown will make you nearly impossible to see.
- Corners and walls are your friend. If you can hug up against those, do it.
Those above tips can work for the default cloak too, but this new cloaking is like cloak 2.0. Sadly though, it's sorta one of those mods that would only grant a competitive hindrance versus an edge. I'm keepin' it, though. Cloaks please me greatly.
Well then...Ashura, I commend thee. The rest, get more moddery.
- Averus Retruthan

I'M AWESOME, REVIEW ME ALREADY
[b]Me:[/b] Hnnng *starts up JKA*
[b]File:[/b] GO ON, TRY ME!
[b]Me:[/b] ...Huh. This is actually kinda neat.
So, basically:
[quote]This is a simple mod that makes the flash effect for the Detonation Pack much brighter and
longer. I suppose it would be good for distractions in a battle.[/quote]
A file that makes the det pack explosion brighter, longer, and more blinding. Here's the good part though - it only happens if you're standing close to an exploding det pack. If you move sufficiently far away, you get the default explosion. It's actually kind of neat; might be useful for an RP server or two.
But, alas: there's always an issue. Two if you count the fact that my connection just broke for the 43092358th time and I have no idea whether I'll be able to finish this review.
...Okay, panic over, connection's back. Basically, here's the issue:
-First off, on extremely wide ingame resolutions (like my 1920 x 1080), the effect won't cover the entire screen - the sides of my screen are normal, whilst the middle of my screen is exploding in a blinding flash of light. I'm sure you can imagine how it gets annoying. I'm not entirely sure whether this is fixable though, and doubt there's much the author can do about it
-Secondly, though it's not supposed to affect the rocket launcher's explosions according to the readme, it kind of does. The effect is fairly unnoticeable though (unless suffering from the above bug), and not all that blinding.
Still, I can imagine there being some use for it, particularly amongst ye RPers.
-Caelum

a bit![/i]
Iâ€™m not really a fan of Fantasy myself, though I can certainly see its appeal I have always been a Sci-Fi man at heart. That said Iâ€™m certainly not averse to some Fantasy themed JKA mods! And here we have just that; the interestingly named Realm of Magyk is a total conversion mod which aims to bring some Fantasy elements into JKA. What we have here is just the multiplayer demo, so I am sure the full mod while have a much wider scope than this, but still this is a pretty cool mod on it own!
First off we have a nice new menu screen, which cleverly imitates the default menu with its scrolling text and lightsaber noises by replacing them with scrolling text on a literal scroll textured background and that lovely metallic sound of a sword being sheathed/unsheathed just like the lightsaber activation/deactivation noises in the default menu, it even has a little sword cursor instead of the lightsaber one! Speaking of swords, there are also some sword models included in the package and Inyri Forge\'s excellent Crossbow mod for added authenticity! Along with that theme there is also a re skinned reborn in chain mail armour from CID\'s Medieval Knights Reborn Replacement mod, which again just goes to show that even the much maligned Reborn can look cool again if given the right treatment!
Then there are a couple of new maps, a duel map which is in a fairly clean and simple Medieval styled brick and wood building, and a larger FFA map which is modelled after an RPG type town with various buildings to go in and explore. There are also some long open fields south of the town where you can ride Taun Taun\'s... ok ok, so maybe that isnâ€™t that authentic then, but nobody has to my knowledge ever made an actual horse mount (though there has been something close). This map is one area that does need quite a lot more work though, especially in the architecture/detailing and layout department. The buildings are too blocky and donâ€™t really look like the kind of thatched wooden framed houses and other types of stone buildings that you would expect to find in such a town or village. There also needs to be a clearer layout, perhaps a town square surrounded by shops or houses and more defined streets.
As for other improvements, I would suggest, if possible (Iâ€™m not familiar with the aspects of modding the menus) that you try and change the menu buttons and text to be more in line with the black and grey title banner at the top of the main menu, as the blue buttons stick out against the scroll textured background and the yellow letters are also quite difficult to make out at times against that background.
All in all though I think this is a solid idea for a mod/total conversion and I look forward to seeing how the mod evolves and progresses, though as I said I think that the mapping side of things needs some more work in order to keep up with the grand scope of such a mod. Keep up the good work man, I hope to see more from you and this mod soon! :)
~Nozyspy~

name of the mod, duh :P).
Now this isnâ€™t a flamethrower in the traditional sense, as you may be expecting, since it does not shoot a jet of flame at your enemies. Rather it shoots 'bolts' of flame (with new fiery soundsets) rather than blaster bolts, though this is no less cool! Err, wait... I mean hot! Unfortunately though it is more difficult to aim, as the expanding jet of fire from each fire bolt obscures your view somewhat, but its still good fun to use nonetheless!
All in all a very fun little mod here, give it a download if you like the look of it! :)
~Nozyspy~

:P
This mod actually does a few things, namely it replaces all of Jaden\'s cinematic dialogue and heal sounds with appropriate dialogue from Kyle, which has some pretty hilarious results. But thatâ€™s not all, as we also have a new, younger looking, Kyle skin though the difference is only quite small, with the grey patches in his hair and beard having been toned down by making them a little more brown. It does take a few years off him though! Unfortunately though, this replaces the default Kyle. Iâ€™m not a big fan of when skins replace existing base skins, so in any future versions I would prefer to see this skin as a separate one.
More impressive though are the Kyle skins available from the customization menu, which I think look really good and are certainly a change from the somewhat boring old Kyle. The textures are good quality and there are several variants to choose from for torsos and legs, though only one head unfortunately. That said, there seems to be a bug with the leg selection menu, as whatever you select only changes the look of the boots and not the trousers as well, the trouser texture being set by which ever torso you choose, which limits customizability. If that bug could be fixed we would have a really nice selection of customizable Kyle parts to choose from! Wait... that sounded so wrong, almost like going into a shop and asking â€œcan I have one of Kyles legs please?â€ â€œYep, that well be 5000 credits please!â€
Rounding off the mod nicely are some new splash screens for when the game starts up and for when you are loading a map and a new main menu video with a cutscene from JK2 featuring the Ravens Claw approaching a planet. The author has also replaced the main menu music with the main menu music from JK2, which brings back some memories!
Overall this is a clever mod, I especially liked the Kyle customizations and the way that Jaden\'s dialogue has been replaced with Kyles voice, though you will have to replay the game to get the full effect. Keep up the good work Jedi_hm2!
~Nozyspy~

updates since the last version:
[quote]Version 1.3A Changes (from Version 1.3)
- Corrected Ki-Adi-Mundo form style ability by only providing wall grip ability (with no wall run and wall flip.
- Corrected some name form spellings in the Melee 1 Chart located in the Saber Menu section.
- Restricted Hirmans models to their proper class selections for Sith & Jedi.
Version 1.3 Changes (from Version 1.2)
- Expanded the Dual Sabers selections section. You can now choose up to 12 saber hilts for either saber1 or saber2.
- Added Saber powers 1-3 section in Saber menu for saber classes that do not specialize in level 4 saber (Warden, Sentinel, Cardinal, Crypt Guardian)
- Anakin style was added as an additional Djem So form.
- Removed the forced spectate mode between class changes.
- The "1" key was reactivated for use with key binds.
- For balancing purposes several melee modifications were made for various saber forms and classes (please consult in-game Melee Charts)
- Added Hirman's Darth Bane, Darth Plagueis, Asajj Ventress, Ahsoka Tano, Cad Bane, and AT-RT Driver skins
- Added Zkyo's Ingame Server Join Menu.
- Some saber animation place-holders were changed back from OJP version to FM3 defaults due to ongoing modifications and improvements.
- To make room for the new Menu modifications the Fourth Person along with Zoom-In and Zoom-out were removed from the Xbinds section.[/quote]
For those of you unfamiliar with the mod, it is a massive and far reaching project which changes many aspects of gameplay, from saber selection and combat, character classes and some fantastic little features available via the ingame menu, which I will come to later.
All you need to do is look at the saber selection menu and the incredible amount of detail which has gone into it, with melee damage charts for the various types of weapons. Add to that new saber colours and a whole new saber selection interface and it makes for an amazing change, though the complicated looking damage tables will not appeal to everyone. Check out the screenies below for an example. There have also been some changes to the force power menu, with several force powers now having a 'level 4', or turning the force up to 11 you could say. :P Force jump in particular on power level 4 now allows you to jump huge distances. These level 4 powers obviously cost a large amount of points to purchase however!
As for character selection, as in Movie Battles II there is a wide variety of different characters to choose from ranging across several different classes, such as Jedi, Sith, Mercenary, Droid and more, with models and skins made by top notch modders.
Now onto the features that I was the most impressed with; take a look at the ingame menu and you will see a variety of new options, one of my favourites being the Music menu, which allows you to choose from a variety of Star Wars music, depending on your mood or what you may be doing; using something more dramatic if you are having a duel for example, or perhaps if you donâ€™t like the music used on a particular map you are on, you can pick from this list something which you would prefer to listen to whilst exploring or playing, or maybe just as a bit of ambience. Other features include a bonus button menu, which allows you to hide or show things like your FPS, the HUD, whether or not you want to render the weapon models, etc. which is great for taking good screenshots. I wish there was a mod like this for base JKA, it would save a load of faffing around using the /cg_draw2d and /cg_drawgun commands all the time to get good screenies! XD
Another cool feature which is great for both taking screenshots and adjusting your view ingame is the aptly named Views menu, which lets you adjust things like your field of view, and also rotating the camera around your player using slider bars, another cool feature for taking screenshots, especially of skins, like the bonus button menu, this would actually be a great feature for helping the process of taking screenshots of skins for when I am reviewing them. Rather than having to use the modelview.cfg method, which although it works fine, it would still be nice to have a graphical user interface to change the camera position.
Then thereâ€™s the Optimization menu, which allows you to either choose from a selection of pre-sets, or adjust settings via slider bars to help you optimize your connection and squeeze better ping, and thus less lag out of the game whilst playing online.
These are some absolutely fantastic features, and I would love to see these made into separate mods for base JKA, if they havenâ€™t been already, and if they have, please tell me where to get them!
There are of course many more features to discover and much more depth to this mod than I have been able to cover here, but I hoped I have managed to touch on some of the most interesting and unique ones. This mod is definitely worth a download for those of you interested in a fantastic Multiplayer mod with loads of great features and a distinguished history, keep up the good work Venomous^Heart!
~Nozyspy~

fps? If so, this is the mod for you!
[quote]What this mod does is modify the special effects for the explosion of the thermal detonator to look like an atomic blast. I did not increase the area of effect or damage because I wanted to see how this mod did first.[/quote]
So maybe I was slightly overly sarcastic on that intro. This mod increases the size of the thermal det explosion SIGNIFICANTLY. That is - the explosion looks bigger, it isn\'t actually bigger damage-wise.
Obviously there are a couple of disadvantages to an explosion of this size:
-If a thermal det explodes near you, you\'ll be blinded with an inescapable mass of white glowies for a few seconds.
-It costs a lot of FPS.
For obvious reasons, this can be rather disastrous when multiple people are going around throwing thermal dets at eachother. On the other hand, hey, giant explosion!
The first person to use this to blow up a caravan gets to share in my chocolate stash.
-Caelum

modification of the sniper scope:
[quote]I tried to create something close to what we saw in the 2 episode of the saga when Zam Wesell shooting at Obi-Wan[/quote]
I have to admit, it's been ages since I last saw episode 2 (everyone knows Star Trek is far superior anyway, right? :p), but that scope does vaguely ring a bell.
Essentially, as you can see on the screenshots, it has various red markings, surrounded by a black ring of sniper-rifle-ness. A nice addition: one can also vaguely make out areas outside the scope, so your vision's slightly less limited when sniping.
Either way, this is one of those things where you'll know by the screenshots if you want it, so without any further ado, verily shalt thee now proceed to get it if thou doth verily want it. Truthfully, it doth do what it doth sayeth on the tin.
...Okay, I'm never saying that again.
-Caelum

Jaden backed by the familiar Jedi Knight logo. Secondly we have a new loading screen for when loading a map which does not have its own levelshot. The default one is the one with the two Jedi Sparring against a starry backdrop, now we have a head shot of a Rodian and Twi\'lek Jaden (paradox much? :P) wish sabers locked.
All in all another nice little mod from MagSul to spruce up those well worn ingame screens and menus, keep up the good work MagSul! :)
~Nozyspy~

Kel Dor and Rodian Jaden. So what I\'ve done is edited the sound.cfg of each and replaced them both. Kel Dor now uses the Gran sounds for grunts and taunts. The Rodian Jaden now uses the actual rodian soundset in MP.[/quote]
Sounds pretty straightforward, right? There is, unfortunately, one issue: the Rodian Jaden still uses its old sounds, despite this mod. I suspect the reason for this is a typo in a folder name: \'jedi_rdm\' should be \'jedi_rm\'.
Despite that, I like the Kel Dor sounds. I\'d still like to see a second version that actually replaces the Rodian Jaden\'s sounds though ;)
Neat little mod - you know you want it if the Kel Dor Jaden\'s sounds annoy you.
-Caelum

people actually are AFK when their chat bubble appears, this could be quite useful, although unfortunately, everyone else needs to have this mod to see when other people are \'probably AFK\'.
What we really should have had in JKA was a chat bubble for when we are chatting, and another bubble which appears when a person opens the options menu or has been idle for a certain amount of time, indicating they are AFK. Unfortunately though I cant see how this would be possible to mod.
Of course, if you actually are chatting, a big sign saying \'probably AFK above your head isnâ€™t going to be very accurate, but this is a clever little chat bubble mod nonetheless.
Download if you like the idea! :)
~Nozyspy~

years.
What MagSul\'s mod does is replace the old video that appears in the center of the main menu for both singleplayer and multiplayer, with a brand spanking new one featuring Kel Dor Jaden battling a Rodian Jaden (paradox anyone?) using the animations from the Jaden Vs Alora final battle on Taspir III. Not only that but it removes the pesky grid over the video so now you can see it better too.
Personally I think that fight sequence at the end of the Taspir level is one of the best looking and best animated in Jedi Academy, and its great to see a little snippet of it displayed on the main menu. The only complaint I have is that the video is quite pixellated, however I donâ€™t know what kind of limitations there were on video size and quality, so it may be that this is the best that can be used in the main menu area.
Nevertheless, this is a very cool little mod, be sure to give it a download if you like the look of it! :D
~Nozyspy~

dog95\'s bot support for said skins and bringing them over to JKA. Now dog95 is back with an update which adds an interesting Single Player mod.
I should point out that you should only use one of the .pk3 files included here, as one of them is just the compilation mod from last time and the other; RoyalGuardWithDarkside.pk3 is the one that mods the singleplayer side of the game.
What the SP mod does is switch round the characters in singleplayer, so that Luke becomes a Shadowtrooper, Kyle becomes Carnor Jax, Stormtroopers become Rebels and Cultists become Jedi. I suppose you could say it makes it like you are at an Imperial or Dark Side academy as opposed to Luke\'s Jedi Academy!
Well, thatâ€™s it for the updates, so below I will paste in my original review from last time around about the original mod!
~Nozyspy~
[quote]Ever fancied pitting your wits against some Royal guard bots, maybe even spawning an army of them to fight? Well now is your chance! What this mod here does is take Eric Landreneau\'s classic JK2 Royal Guard/Carnor Jax/Kir Kanos skins and breathes new life into them by not only making them available for JKA but also adding bot support to them as well! If you want to use these skins in singleplayer there are console commands included in the readme that you can use to change your playermodel in SP.
Not only that but dog95 has also added HOUOU\'s Katana Pack for that extra dose of realism!
Even though this is mostly only a compilation pack, it is nice to see these classic skins in JKA and enhanced with bot support!
Be sure to give this pack a download if you like the look of it! ;)
[b]New Sounds:[/b] No
[b]Bot Support:[/b] Yes
[b]Team Support:[/b] Yes
~Nozyspy~[/quote]

for the original package. Enjoy!
[/quote]
This includes restoring original sounds for certain JK2 characters(including desann, the shadowtroopers, jan, [b]ACTUAL Reelo Baruk[/b] sounds, bespin cop, etc,) some REALLY great vehicle sounds(loved 'em so much I'm keepin 'em,) and of course some other fun goodies like lightsaber effects, pistol effects, what have you, as well as -- like Noob explained -- everything that the [file="117490"]JO Update[/file] offered.
Now, what would have been great is if you could have restored the old reborn sounds and threw in the old colors as well. That's definitely something this pack was missing, but considering you can probably get like 10 copies of that around here, it's no big deal. All in all, it's one solid as hell pack, and worth every Megabit. A stellar job, J.N.. You definitely hit it out of the park with this pack, far as I'm concerned.
Good pack. Worth a peek. Get it.
- Averus Retruthan

doesn\'t love them? I, for one, don\'t, but then, I guess I\'m just too used to the default animations :p
[quote]A simple mod which changes the medium, dual and staff saber stance to three custom made stances. The stances look more steady and don\'t resemble combat stances that much.Next time i will make them a bit smoother and add a meele, strong and fast stance too.[/quote]
Basically, my job has been done for me here - new medium, dual and staff stances, my main problem with which is the fact that they don\'t look like combat stances that much. Honestly, they\'re too rigid in my opinion, making one look like a plank instead of a fighter. There might be those who disagree though.
On the bright side, Illidan has promised to make them smoother and add more in a next version ;)
If you want them, go get them.
-Caelum

Menus[/file] mod. According to the author:
[quote]With this mod you can open the serverbrowser, create an own server and watch a demo while you\'re ingame. Although you\'re leaving the game if you\'re watching the demo or create an own game (obviously). Thats hardcoded and not fixable.
It\'s just a small fix to the mod Ive released in 2007. The old version had some small issues, which I fixed now. For example sometimes you couldnt open the menu and there were also some graphical issues Ive fixed.
You can also use it, if youre playing japlus or any other mod. Just copy the file to your mod folder (like gamedata/japlus for example).[/quote]
So, for those too lazy to read that, this release fixes several small issues with the previous release, and allows you to open the server browser, server creation menu or demo watching menu whilst ingame.
I do have one gripe with this mod: when I open any of these (for instance the server browser) using this mod and then hit escape, it gets me stuck on the main menu with no way out. Hitting the back button works just fine, but hitting escape gets you stuck and forces you to reconnect.
Also, for the record, this mod won\'t work if you\'re already running the [file=\"117420\"]Ingame Server List[/file] mod. It\'s one or the other. :p
-Caelum

entertainment. It\'s a quite real situation, giving the fleeting activity of many a server. Perhaps you just want to wait it out at another server while your favorite one picks upon activity? Another very true instance >_>
...Yeah, so, I think you get the point, this mod will be the answer to all your problems, yah?
Basically, does a little fancy UI swap and replaces \"Restart Match.\" As illustrated by the shots below, you just select the \"Join Server\" function and it takes you to the server list. [b]All functions work[/b], though Zkyo has foretold that it won\'t work while you\'re running a solo game. A sad, but understandable problem. So, to reiterate:
- You can find servers.
- You can search for people ingame
- You can add favorites.
- You can join another game from it.
- Server list can be refreshed, etc.
All of it works, and if you can\'t find anything you like, you just hit the close button on the GUI and it returns you to the game. Best of all, it works with JA+ and any mod that doesn\'t horrendously modify the menu bar. Just insert the pk3 into the game folder (japlus for JA+ for example) and you\'re good to go.
I foresee this little modification will be quite popular =_= NOW GO AND MAKE MY FORESIGHT TRUE!
- Averus Retruthan

Maaajor let down, even though one can\'t blame Ravensoft for that oversight. So, Jedi_HM2 has made something that surprisingly -- at least to my knowledge -- no one else has done. Jaden now has a full set of taunts, gloats, flourishes, combat sounds, the whole ensemble that a Jaden NPC would need. It was so refreshing to hear Jaden say something else for once..and the scary part is, the taunts were actually pretty good choices, for pretty much every set of sounds called. However, there\'s two caveats here:
1.) Only supports English Jaden Male: A\'right, I understand you probably weren\'t thinking about international support, but I\'m sure you could have at least reciprocated the same choices for Jaden female, right? Definitely consider at least doing that, so all the lady/digital tranny players can enjoy the fruits of your labors.
2.) Bit overzealous of sounds: Usually 1 to 3 audio clips is enough, but looks like you went a bit overboard. Some of these have 1 to 5 clips, and the victory taunts have 10 sounds. Y\'think you have enough, chief? XD
Other than that, a very smart project. Included as well(as stated in the title,) is a small .npc file that grants you a Jaden companion NPC that you can use in your adventures. Pretty powerful, but not completely out of whack. Not a bad job, HM2. Lookin\' forward to see what other projects you have in store![/quote]
So, what\'s gone on since then? Female Jaden was supported. It\'s just english, uses the same sound choices, but still, it\'s +1 female. Next? Jaden Female NPC. Woop woop. Finally, Kyle and Luke now have more sounds to accompany their soundsets, some of which are actually from JK2. Mighta been worth making those their own separate unit, but hey, still a good job on making Jaden less repetitive.
We\'re done here. Go away.
- Averus Retruthan

Royal Guard/Carnor Jax/Kir Kanos skins and breathes new life into them by not only making them available for JKA but also adding bot support to them as well! If you want to use these skins in singleplayer there are console commands included in the readme that you can use to change your playermodel in SP.
Not only that but dog95 has also added HOUOU's Katana Pack for that extra dose of realism!
Even though this is mostly only a compilation pack, it is nice to see these classic skins in JKA and enhanced with bot support!
Be sure to give this pack a download if you like the look of it! ;)
[b]New Sounds:[/b] No
[b]Bot Support:[/b] Yes
[b]Team Support:[/b] Yes
~Nozyspy~

remember how much fun we had with, and how useful the admin commands in particular were back in my clan days. Ahhh nostalgia!
Anyway, here we have a mod for the client side version of JA+, which can be found [file=41256]here[/file]. What this mod does is change the look of the JA+ Client Side main menu, simple as that! Be sure to take a look at the screenies below to get a look at what the new menu is like.
As for improvements, I would like to see the new menu theme extended to the menus you can call up when you are playing too, not just the main menu. Mainly however I would like to see the loading screen fixed, since... there doesnâ€™t appear to be any! Unfortunately instead of a loading screen (the one you get if the map does have a levelshot) you just get the missing texture \'grey square of death\'.
Apart from that though, good work here! If you use JA+ often and you fancy a change for the look of the menus, then why not give this mod a try? ;)
~Nozyspy~

down, even though one can\'t blame Ravensoft for that oversight. So, Jedi_HM2 has made something that surprisingly -- at least to my knowledge -- no one else has done. Jaden now has a full set of taunts, gloats, flourishes, combat sounds, the whole ensemble that a Jaden NPC would need. It was so refreshing to hear Jaden say something else for once..and the scary part is, the taunts were actually pretty good choices, for pretty much every set of sounds called. However, there\'s two caveats here:
1.) Only supports [b]English Jaden Male:[/b] A\'right, I understand you probably weren\'t thinking about international support, but I\'m sure you could have at least reciprocated the same choices for Jaden female, right? Definitely consider at least doing that, so all the lady/digital tranny players can enjoy the fruits of your labors.
2.) Bit overzealous of sounds: Usually 1 to 3 audio clips is enough, but looks like you went a bit overboard. Some of these have 1 to 5 clips, and the victory taunts have [b]10 sounds.[/b] Y\'think you have enough, chief? XD
Other than that, a very smart project. Included as well(as stated in the title,) is a small .npc file that grants you a Jaden companion NPC that you can use in your adventures. Pretty powerful, but not completely out of whack. Not a bad job, HM2. Lookin\' forward to see what other projects you have in store!
- Averus Retruthan

anything, but if you want them to replace the JA sounds,
well then comment or e-mail me or something, and I\'ll make them replace the JA sounds.
This also brings back the Galak_Mech model, and the ol\' Minemonster model from JK2.
It\'s a bummer that you can\'t play either one of them in MP, but I guess you can still have fun in SP!
This is a mod for the sounds from Jedi Outcast, + the Galak_mech and Mine monster models.
[/quote]
However, the Galak Mech will more than likely be missing his antenna and force field, since Jedi_HM2 did not include the materials for them. Everything else is pretty much just a full out swipe from the assets pk3s.
You\'ll know if you want it.
- Averus Retruthan

slight disadvantage, as I have yet to play Metroid: Other M, yet. This hud was allegedly sculpted to mimic the HUD you see behind the helmet of Samus Aran, famed intergalactic bounty hunter. Now, looking at this thing, yes, it looks very much like a helmet Samus would lurk behind. Very sleek interior design, and the visor leaves plenty of space to see what's going on.
And now, to point out exactly where everything is:
[b]Health:[/b] That 100 at the upper left corner, and the white bar next to it represents your health. The bar does decrease as you take health damage. Very much like Metroid, indeed.
[b]Shield:[/b] The four little blocks under the white bar. Usually those represent energy tanks, but this works well enough. No numeration for shield.
[b]Force:[/b]Center Left.
[b]Ammunition:[/b] Center Right
[b]Saber Stance:[/b] Alright, now this is the trickiest one, strictly because this picture does NOT show it, and even if it did, it's a little faint to locate. When you pull out your saber, these small little "data blocks" of sorts appear at the top of your visor. These change in color according to the stance you have. As I said, they're VERY small, so don't be surprised if you miss them at first glance.
The rest is all decoration. Overall, I'd say this is a keeper if you use weapons a lot. Even if you do use saber on occasion, and want to have options, you can(at least in JA+ I know you can,) bind a button like so:
1.) Press shift+` (~) to bring down the console.
2.) enter: "bind x cg_hudfiles !"
3.) Hit said button you bound the command to.
This will allow you to freely change between your helmet hud and a stripped down JA hud, so you won't feel distracted by the hud's limiting view space in third person. I may just do that myself. I like feeling like I'm behind a helmet.
Welp, nothing else to scream at you, so...
....bai now.
- Averus Retruthan
[b]P.S. - Bryar Replacement and reticle sold separately :([/b]

your screen and make black text that people inevitably use less difficult to read. However, you get to choose just how to resolve that issue.
Honestly, the screenshots will say more in less time than I can, so take a gander and see if this would serve your interests. Thought this\'d go without saying, but since Cael\'s a dork, I\'ll mention it: Just put one in, folks.
Definitely something that shoulda been out sooner, but it\'s here now, so DIG IN AND BASK IN ITS GLORY!
- Averus Retruthan

core so its trail\'s starts out black and fades white and then fades out. [/quote]
and here\'s what we got:
[quote]Also, I redid the white saber with black core so its trail\'s starts out black and fades white and then fades out[/quote]
So basically, we only got one third of the package, which is a real buzzkill, and the new white saber still has that stiff cornered look to the swing effects, so basically, unless you want a new white saber, nothing to see here.
- Averus Retruthan

like 2 of the 3 new images presented here. The third one is ok, but could be vastly improved.
The splash screen was replaced with... a poster showing... the entire saga, from Ep. I to VI?
Well, okay, maybe just imagery from the original trilogy on one side and the prequels on the other, but it still looks very good.
Definitely a keeper.
The loading screens are now a fan-made render of a space-skirmish between tie-fighters and x-wings. This one looks good, though there is slight room for improvement.
The main menu background has been replaced with a screenshot of one of the space skyboxes from in-game. While it looks okay, I feel a much better job could have been done here. For one thing, the crosshair is still there, though with the center grid thingy, it makes a nice map-marker. My advice: Either make a pulsing glow shader for that crosshair (and color it to stand out), or remove it.
The other area of improvement would be the menu itself. Again, only the background was changed, with no transparency. As is, there's a stark contrast between the background and the button frames, and while it looks strange, it almost works.
So, in a nutshell?
Keep the splash and maybe the loading screens, but not the background.
~Crazy

rainbows.
[quote]Description: This will turn all your blaster bolts (E-11, Bryar, and bowcaster) into a cool rainbow color!!! Note that it is a little hard to see at first.[/quote]
No kidding, huh?
[b]Rainbow E-11[/b]
I'll start off with my sort-of-favorite; the Rainbow E-11 (top right of screenshot #1). For me, this was the only one where I could see any change without having to do mad zooming stuff. I can't say I really went 'wow, what a difference!' though. A slightly more colourful blaster bolt.
[b]Pistol & Bowcaster[/b]
To this very moment, I cannot see the difference when firing them ingame. While I can see the different charging effect (and it's okay), the actual bolts might as well be the old ones for as far as I'm concerned. Maybe I'm going both blind and insane, but even so.
Don't get me wrong - this isn't a bad idea at all. The thing is, it's very hard to see the change ingame, and even so, the change is only minor. What I'd like to see is a far brighter, more rainbow-y version, with far more colours. Something like [file="116585"]this[/file], but as blaster bolts.
All in all, in my opinion, a second version would be nice ;)
-Caelum

never had sounds to begin with.)
What\'s that mean exactly? Well, now your old classic JK2 characters that were carried into JK3 no longer have to worry about screaming \"TAKE THAT!\" in typical boring fashion. More specifically:
-Bespin Cop
-Chiss
-Desann(FINALLY...)
-Galak
-Jan
-Jedi Trainer
-Lando
-Mon Mothma
-Morgan
-Rebel
All those characters now have their voices back, although Galak seems to have his Exosuit voice rather than the regular voice. Sad, but since there wasn\'t much to work with, it happened. Unfortunately, this does not restore international voice sets. Sorry, gents :(
Anyway, if you\'re like me, and want some JK2 pumped back into your game, you know what to do.
- Averus Retruthan

images.
--------
Hmm.....
Of the three images that are changed (main menu background, no-levelshot-MP, and startup splash), one looks okay, one looks nice, and one needs serious work.
No-Levelshot (MP):
Simple black, with 2 unignited lightsaber hilts crossed. This one looks good. I have no qualms with it, so moving on.
Startup Splash:
It\'s the default splash, but with the blue background replaced by an image of Darth Vader\'s head. While the default lettering has been blended well here, this image would work better with completely new lettering instead.
Main Menu Background:
I couldn\'t stare at this one for long, to be honest...
While the image is okay and straightforward (Being the poster for Ep. II), the author did not take the other elements of the main menu into account. The result is, most of the characters in the poster are covered up, and the buttons/button frames clash horribly with their surroundings.
Also, the background image doesn\'t have any transparency, so the center video and scrolling text to the sides are covered up.
I can\'t say anything else without descending into, um... \"bull\" land, so I\'ll stop here.
...On second thought: Here.
~Crazy

deliver. The design is too large for the screen and you lose the title \"Start Wars\" ... it gets chopped off at the top. Also there are no new sounds and the buttons haven\'t been altered at all. I do like the combination of sabers, lightning and moon (planet?), but all together like that, with the logo on the side makes for a bit of a cramped design. It\'s just a tad too cluttered for my taste.
~AmosMagee

different to the food other than the packaging. While that\'s no entirely true with this file, it\'s not far off.
So this mod is designed to work in tandem with JA+, and all it does at the moment is change some graphical elements. Here\'s what it alters:
- New splash screen that appears when the game starts up.
- New connection screen picture.
- Grapple hook reskin
- Main menu logo reskin
- Black saber reskin
- RGB core reskins
All in all, it still doesn\'t really seem extreme, just like a couple changes that might or might not benefit the average user. As it stands, it\'s only worth the RGB core or the black saber reskins, though I warn you, the black saber has a bad sling blur effect, so even that could be crossed off the list if you\'re picky.
This has been promised to be updated, so I guess take a look or wait until more is released o_O
- Averus Retruthan

skyboxes.
--------
There isn't a whole lot to review here, other than the fact that the chosen FSM image could have been better. Sure, the quality is good, but I think this would be better with something more, um... [i]2D[/i]
This mod affects the skyboxes used in 4 of the 5 FFA maps. Unfortunately (or maybe fortunately, for fans of FSM), this affects more than just the FFA maps, as the baseJKA skyboxes are shared a lot. Not only among the base maps, but custom ones too, since skyboxes are often hard to make.
But no worries. It's still an interesting mod, to say the least.
And Caelum, for boasting that you were in my reviewmobile in the (pre-review) description box, I sentence you to 20 lashes...
...And a version 2. :P
~Crazy

haven\'t found a saber sound mod that I really like. Not to say this isn\'t a good saber sound mod. :) I just can\'t hear much distinction between this one and the others I\'ve reviewed. They always sound a bit tinny to me, if that makes sense. The sounds just don\'t sound right in the game to me. But, I\'m hard to please. :)
~AmosMagee

the room. No, no one must ask the room to leave. I... I... ask the room shall by someone be left. Not. Ask nobody the room somebody leave shall I. Shall I leave the room? Everyone must leave the room... as it is... with them in it. Understand?
...Am I rambling? Probably, so I best move on to the review.
[quote]This is a mod that will make the Yellow saber blade into a multicolor blade without saber trail.[/quote]
It\'s a silly mod, really, but hey, it\'s meant to be! :p
Honestly, not badly executed at all. It works like a charm & it feels like you\'re disembowelling your opponents with a candy saber.
If you ever wanted a multicolour lightsaber to overwrite your yellow lightsaber, here you go.
-Caelum

the following:
[b]- A new kyle reskin:[/b] Kyle has now gotten quite rustic, and has been given a new sort of coat and pants, giving him a rather patrician look, for the most part. Pretty neat looking, I'll give ya that. Might make a fitting kyle override...yes =_=
[b]- A new jan reskin:[/b] Jan pretty took a different approach, with an all white undersuit and rustic brown jacket and hair to match. It also seems to have french taunts, so you've been warned if you experience culture shock.
Oh, yeah, both of those have bots, so fear.
[b]- The Steam Saber:[/b] This in itself is a new model made by AshuraDX, and looks QUITE intense, looking quite true with the steam punk theme. Just a bit of a shame that there's no custom activation sounds, but I can definitely accept what we've got now.
[b]- The StarZapper (V2):[/b] This thing has gotten a total model overhaul, albeit it seems to cling closely to the E-11 design. As with the previous version, it has custom sounds, and looks quite potent, albeit I must confess that the first person view seems to be a bit obstructive. so that might need some attention. However, it's quite awesome, and given my limited ability to describe something as ornate as this, I'm just gonna say LOOK AT TEH SCREENSHOTS AND ENJOY.
So all in all, looks to be quite the delectable treat if you're into steampunk(I don't claim to be an avid fan, but it 's something I've considered looking into,) or if you just feel like something other than vanilla JA. Definitely worth a look.
- Averus Retruthan

sabers battery is running out, and the blade is getting a little weak, but personally I think this looks like a jet of plasma! Think of one of those plasma globes and you will know what I mean, its even a similar colour too.
Now a lightsaber blade isn\'t something that you would want be on the wrong end of, but neither is a jet of super heated plasma! I think you should make an actual plasma blade version, one that has purple and blue in it and has little tendrils of energy coming off it, now that would be very cool! *wink wink nudge nudge* ;)
All in all a cool little mod here, give it a download if you like the look of it!
~Nozyspy~

cores to be closer to the blade color than actual white. It achieves this by making the very center of the core (but not the edges) transparent.
[b]Review:[/b]
When I opened the pk3, I saw what I thought was a bad job of a good idea. But when I tested it in-game, I was surprised to see that, as simple as the image editing was, it got the job done, and you couldn\'t tell the difference. No joke. This could have been (and probably was) done in paint bucket, but you\'d never know.
+1 for that.
There\'s not much else I can say. It does as advertised, no bugs, just stylized saber cores. Who knows? This could be just the file YOU want.
~Crazy

following my suggestion (seriously, since when does that happen?!?!) and creating two files that let you overwrite the default rancor skin with Ashura's Felucia rancor.
What this means is you can now make the default rancor look like this :)
[b]Note:[/b] you will need to install both this file [i]and[/i] [file="116471"]the original Felucia rancor[/file] for this to work!
-Caelum

distinct. A list doesn\'t hurt neither. I did notice something rather odd with this particular saber blade, as the core seemed to sorta \"wiggle\" about. It\'s hard to explain on paper without showing you footage. It just appeared that the core was crooked at several points in its form. The blur was also very geometric, as I could see a \"corner\" in the blur swing, which definitely doesn\'t look natural to me. Other than that, I\'m afraid there\'s not much else to say. It looks...okay, at best. I\'d say try at the very least try and cancel out that corner, if at all possible, and you\'ll be good to go, JG.
- Averus Retruthan

Â¼, Â½, and Â¾.
Review:
I saw a preview of this mod on the forums, so I can\'t say I\'m surprised to see it here. :P
There isn\'t much I can say about this mod. It does as advertised, and without any compatibility errors. For those who are curious, this is possible because for some reason, the console font is stored in an image. (gfx/2d/charsgrid_med.TGA) At first I was concerned, because the default image was pure white and used an alpha channel, and on opening this mod, I saw the letters were part of the image. (Meaning it wasn\'t pure white anymore) But then I looked at the alpha channel, and was relieved. The font quality remains the same.
A nice little addition to JKA, and certainly a must-have for anyone who cares about their console.
~Crazy? .>

Obscura (awesome game)...but I digress.
For those who have no idea what I'm babbling about, here's what Wikipedia says:
[quote]The term denotes works set in an era or world where steam power is still widely used (...) but with prominent elements of either science fiction or fantasy[/quote]
This [i]teaser[/i] pack contains a steampunkified weapon and a steampunkified skin.
[b]Steamtrooper[/b]
As you can see on screenshot #1, a very spiffy looking, slightly rusty, steampunkified snowtrooper. It's a separate skin, so it doesn't overwrite anything. Not to mention it has team support. My only possible gripe is the lack of stormtrooper sounds. Nice job though ;)
[b]Starzapper[/b]
As you can see on screenshot #2, this is a steampunk E-11 reskin. It comes with some very neat sounds & effects, and gives me a tendency to run off to the first server with guns enabled I can find.
My only gripe? StarZapper.pk3 makes the Bryar blaster pistol go textureless; presumably a bug.
Now go download if you like the way these look, or I shall be forced to smack you with a spoon.
-Caelum

I put him in the korriban skybox to amuse my clanmates, as our server uses Taspir[/quote]
Seriously, HOW AWESOME is that? Now you can play on Taspir and have god staring down at you from his window in the sky at the same time.
Quite honestly, there's not much else I can say about this; the screenshot pretty much sums it up. It does just what it says on the tin, so you know you want to get it. ;)
Now, quickly, what's your favourite colour?!
-Caelum

would not have made it under normal circumstances, it has been removed. Apologies to both Awakibiji and Master Ibonek.[/i][/b]
Amazingly enough though, it would appear that this version of the in game menus will make up for this grievous error. Why? Well first off, a brief recap on this mod's function: This mod allows you to evoke the player creation menu and saber creation menu while playing single-player. A very nice function, if not slightly cheating. The previous mod only allowed you to switch a new model and a single saber model and color, and you had to activate a separate button to change it. This version, however:
- Fixed the saber menu so you can evoke duals and staff
- You may now choose the red saber color for your weapon.
- The changes are automatically complete upon exiting the menu.
This is definitely an improvement, but there are a lot of issues that crop up if you abuse this menu too much. For example, if you change from staff to single, you still have the staff stance in your repertoire of styles. If you change to ANYTHING while possessing dualies, you will still retain the second saber. This can result in you possessing both a staff and a single, which neat as it sounds, makes your animation incredibly buggy, since the games' trying to figure out which set to use...and failing.
However, if used properly, this menu is quite the asset. YOU KNOW WHAT TO DO. GET IT OR SIT ON IT.
- Averus Retruthan

or anything was, but...I don't. Basically these just replace your guns shots with different Raven efx, overhauled force icons and menu, and...different noises. *sighs* Sorry, there's just a lot about this that's just so random, I don't even feel like I should continue on XD
My best advice at this point is to just try it by yourself. It's so random it may entertain you. If not that, try it for the tusken sniper and the noghri staff..
- Averus Retruthan

basically; the mod contains a series of encounters, usually between 2 people, though more may be added depending on the situation. A number of these encounters are just random and non-canon, as the mod itself proclaimed...and some of these are just plain...silly?
Before I get into the encounters themselves, let me just first state that there are a lot of things to look through. The majority of these encounters are very simplistic, with no real set objectives(as long as you don't die, you can do whatever you please,) with only minimal guidance from menu/levelshot info. Some of these could be as simple as 1v1, and some of these can be a [b]HUGE MESS[/b] of NPCs. Like, Metro Crowd squeezing into a clown car mess. I shall now take this time to describe some of the individual encounters, to give you a better idea of what to expect.
[b]Episode 4-6 Encounter Samples[/b]
[b]- Luke vs. the Rancor:[/b] A classic ROTJ skirmish that takes place in the Raven rancor duel pit map. Honestly, this battle was way too biased, as are both beast encounters, as playing as a beast in this mod gives you no advantage whatsoever. Essentially, if you've ever tried /playermodel rancor and wampa, you've seen that your attack cycle is practically infinite, and somehow this works out to your detriment, as I was completely unable to hit Luke and ended up dying faster than the rancor ended up dying when I was playing Luke. Lame.
[b] - The Deathstar Assault:[/b] This is one of the mock spacebattles that the mod promises to give you, except...well basically, instead of you driving the vehicles that Jedi Academy snuck into the mix, you're just a regular player with the X-wing model. You basically get a slew of default Raven guns with different EFX and sounds, and you fight probe droids disguised as tie fighters. Each encounter like this has a custom map, all of which say "rushed" to me.
[b]- The Battle of Hoth:[/b] This is just one of those maps where basically, there's a HUGE pot of NPCs and you have to shoot the opposing side down. Apparently every Hoth rebel had the ability to cartwheel like a matrixer and the snowtroopers were not so blessed. The map is a sloppy snow plain with some rigid placement of snowtroopers, other NPCs, and hoth map objects in random locales. Overall, a huge lag-fest for lower-end PCs.
[b] - Tusken Ambush:[/b] The fascinating tale of how a tusken who can jump 8 feet in the air led an ambush party to destroy Luke Skywalker and Ben Kenobi. This just made me facepalm because the map is basically a rectangle with a single ridge in it, and you play as a tusken with force and can square off against an old jedi master. Yeah, very meek execution

of .sab files and put the model paths for guns in them. This allows you to basically hit people with the following:
- E-11
- Bowcaster
- Heavy Repeater
- Concussion Rifle
- Rocket launcher
- Noghri Staff
However, two issues surround the entire mod. The first issue is inappropriate sounds. Basically, it's just lightsaber noises. BZZZT! The second issue? Tagging. Basically, when you're using the weapon, you're still holding it by the grip handle, and as such, it looks very awkward to swing. However, that's what you get when you just edit .sabs.
You'll know if you want it.
- Averus Retruthan

suppose. As for others, well, it's really up to you if you wish to use it!
As far as changes go, they changed it completely. Obviously when you're going for a unique and custom look, this is basically what you'd get.
All the author really did to the chat icon was add in a logo with the clan tags and change the border of the chat icon to red. Other than that, nothing really changed.
Since there is nothing else to go over for this, I'll just wrap up this review by saying that this isn't a bad chat icon if you ask me. It could use a little touching up here and there, but other than that, I think the author did a pretty swell job! All that is left to say is I hope I see more work from you, author!
If you're looking for a unique chat icon or you're actually in , this is definitely worth a download. :)
~Syyrax

when a guy came in using force speed, picked up the flag and dashed back towards the door. He was moving at some speed, but I had just enough time to charge up my disruptor and vaporize him before he got through the door. I was quite pleased with myself! I'm sure some of you have much more impressive sniping stories however! ;)
Here we have a mod for the disruptor weapon, one that not only replaces the scope graphics as the name suggests, but also the effects for the disruptor shot too, which came as a nice surprise, since neither the name or the readme mention this!
The scope graphic (meaning the scope you see when you zoom in when using secondary fire mode) looks substantially better than original, and definitely more interesting! To be honest I cant remember what the sniper scope from Republic Commando looked like, but from what I can remember of the style of the graphics ingame, this has the right kind of style and colour about it. It also feels more like something you would see out of the scope of a sniper rifle.
The new effects are also equally impressive; instead of the plain old orangy beam we now get a sizzling electrified blue beam, which looks somewhat more dangerous, certainly much more like a [i]disruptor[/i] beam anyway! Some new sounds for the secondary fire mode round this mod off nicely.
All in all an excellent mod here! If you make a v2, perhaps you could reskin the disruptor rifle as well! *hint hint* ;)
[b]New Sounds[/b]: Yes
[b]New Effects[/b]: Yes
[b]New Textures[/b]: No
[b]New Model[/b]: No
~Nozyspy~

match. To summarize this preface, where JA+ is to law and order, Dark Force Mod is utter chaos and destruction.
Personally I feel pretty stupid for not giving this mod a chance in '07, because I was not aware just how addictingly fun this mod can be. This is essentially what one could call a "cheat mod," as the majority of its contents would be considered overpowered and wholly unbalanced in gameplay, but honestly, who cares? This thing is dedicated to 100% fun. There's a LOT of features, and to go over them all would belabor this review so badly I'd risk boring everyone out of it, so I'll just give you some examples of some of the features available:
[b]New Weapons:[/b] The Tusken Sniper, Noghri Poison Stick are unlocked and fully usable, with each having their own alternate fire,(Tusken rifle empowers, stick multiplies shots like bowcaster.) Along with that, the Bryar Pistol has become something like that of a super weapon, with primary fire firing a turbolaser-esque blast, and the alternate releasing a massive nuke missle that annihilates your enemies, splattering their corpse all over the arena.
[b]New Powers:[/b] Single Sabers now have [b]ALL[/b] saber stances available for your disposal. There are also several adjustments to the force powers available, such as being able to throw a staff saber with both blades on, and the ability to pop an opponent's head off with force grip. Initiating the "Quad" mode will unlock level 4 force powers, and give your melee a new fireball spell that you can hurl at opponents with extreme prejudice.
And honestly, that's not all, so I recommend you take a peek at the readme, as there's A LOT to enjoy.
Now, most of what I listed is older features. This 2010 version allows you to set your max health, armor, and force, AND the server's starting bodyscale. Definitely makes this mod even more insane, and a worthwhile product to look at. I implore the masses to download and enjoy this mod. At less than 1.5 MB, this mod is honestly a steal. GET IT! NOW! Fine. [b]*steals it away*[/b] No mod for you =_=
[b]P.S. - Weapon in Screenshot #6 can be found here:[/b] http://jediknight3.filefront.com/file/Ashuras_E11;113591
- Averus Retruthan

version.[/file] That being said, time for a quick quote from the readme as to what's changed and a little insight from a first person perspective:
[b]- Corrected Gunner animations, no longer are various shooting weapons using pistol shot animations:[/b] as I alluded last time, the OJP animations Venomous Heart got were placeholders, and were thus faulty. They are not default.
[b]- Corrected various shader errors with many models: [/b]Win.
[b]- Modified the meditation animation from the crouching stance back to the original sitting animation:[/b] Also Win
[b]- Added 2 new Melee Scale buttons in the Saberforms menus which show the variances between the different saber forms:[/b] I actually found this to be [b]incredibly[/b] informative, as it mapped out saber length, potency of each form, whether or not it was disarmable, etc. Helps gobs when you're sitting there staring at the stances with no idea what they're talking about.
[b]- Added the "Quick Getting Started Section" (see below) so players can start off on the correct footing with FM3CE:[/b] Check the readme for that'n. I personally didn't need it, but it definitely gives ya some helpful tips.
Welp, that about covers the changes. As it stands, I'd say the mod's at least improved, though I still loathe the spectate factor when you even so much as change your model. Other than that, not bad work, cochise.
You know the drill by now.
- Averus Retruthan

ammo (as they would run out in a nanosecond otherwise, I wasn't joking when I said rapid fire insanity. :P) The blaster bolts from the E-11 no longer come out as bolts but effectively look like one long stream of glowing red death.
Bear in mind that this doesn't work in MP, only SP. Rapid fire like this in MP would be a ridiculously unfair advantage, but in SP it provides for some most amusing battles as you slice down a gaggle of Stormtroopers with your super rapid fire E-11 or Bryar Pistol!
As for improvements, well other than perhaps toning down the fire rate of things like det packs and trip mines I cant really think of any. BE aware though that if you fire too many projectiles at once the game may crash (after all JKA wasn't designed to handle the firing of twenty billion rockets within ten seconds! ;)).
All in all a fun little mod here to spice up your SP games. Give it a download if you like the sound of it!
~Nozyspy~

spilling my guts on that. I only noticed two things off about this hud:
- Shield is rather difficult to spot
- The ammo counter seems rather alienated all alone in the corner.
The shield is fine, but methinks the ammo counter could have been added to the HUD bar somewhere as well. Don't get me wrong, the numbering looks fine, but having those numbers float there randomly seems rather...obstructive? Yeah, that sounds about right. Other than that, can't go wrong with this HUD if you don't use guns much, since the counter disappears in saber mode.
You know what to do.
- Averus Retruthan

glorious ForceMod III: Return of the Sith. This mod would come to prove insanely popular during its age, and its class-based combat had a little something for everybody: Gamers and RPers alike would fawn over this game for years. Then, overtime, it faded into obscurity....
until now...
Introducing ForceMod III: Classic Edition, an expanded version of ForceMod III. As stated by the author:
[quote]ForceMod III Classic Edition picks up where the orginal ForceMod III left off. With Azymns permission to continue the series we have incorporated many new changes in this version. This includes new animations, new menus, a completely overhauled saber form and melee selections.[/quote]
Sounds like a sweet deal, doesn't it? Well, it just so happens that this deal is a bit raw, unfortunately. Here's about the only thing that makes a difference:
- The menus.
That's about it. It turns out the new animations came from a BETA version of the Open Jedi Project, and thus he basically got the placeholder animations. There are, in fact, new and superior animations, but looks like this new guy didn't get 'em. Basically, what this means is that every gun you fire looks like you're firing a pistol, and lemme tell ya, it looks highly undesirable, thus making the mercenary classes less appealing, which sucks, since that's half the classes there.
The saber form and melee overhauls are almost purely aesthetic, taking the animations for the OJP saber system and essentially applying them with few of the additional mechanics. End result? Eh, some of the saber forms from OJP remain intact, chainability included, but honestly it was probably still better fit for OJP. There seemed a little too much work gone into prettying up the saber and form menus, which, given their design, doesn't seem to really allow much of saber selection. You're either stuck with what's on the menu, or you'll have to shoehorn your custom saber in through the console(assuming it's even possible.) As for the melee, nothing much else to speak on.
The menus? Eh....you can read about them in the readme below.
I guess wiht all the cute little additions it could possibly call people back to the mod for a little bit longer, but I'd fix the following:
- Droideka Shield shader
- Get the newer gun animations.
- If the options open, get a saber menu that permits selection of custom sabers.
Get those fixed, n' methinks you may yet save this. Otherwise, it just seems like adding a spoiler to a car: Makes the product prettier, but that's about it. Y'all are welcome to give it a shot. It might inspire a bit of interest in FM3 once more.
- Averus Retruthan

of the few minor exceptions.
So, this is version TWO of "Rapier Blades That Are Nowhere Near Perfect Or Even Resemble A Rapier." The main function of this mod is to produce a pointy blade whose tip.... are nowhere near perfect or even resemble a rapier? D:
This version, according to Master LightNinja, has yielded new graphical improvements(

version is more of a tweak than anything else. The jump animation, if I recall correctly was carried over from the previous version. The idle stance, melee stance and the three single saber stances have all been modified. I find them overall to be a little stiff, and the idle stance's motions are too computerized...they aren't smooth. It's a linear motion. Really should fix that, linear does not become people, only robots. I didn't get to see the melee stance, though.
One other thing that really should be improved is the torso and legs. During most of the animations, they don't do much moving at all. It'd be nice to see the character loosen up a bit and breathe easier. ;)
If you want to try some new animations, you know what to do with this. Otherwise, keep your eye out for the next version (or try a previous one).
~Dretzel

opinion, it's a little less realistic - the environment looks like it's full of fog. The yellow glow has also been modified.
There's still an issue here that plagues this mod badly. As Averus pointed out in the previous version, the saber menu gets really messed up when you install the mod. When I used it, I got a duplicate of every saber and a few blank entries at the beginning of the list. I think you forgot to mark the SP saber files for SP only or something...that needs fixed badly. Mods are more usable when they don't goof up the entire menu list. ;)
Aside from the nuclear explosion on the saber menu, this isn't bad. Check the screenshots to see what it looks like, and if it suits your fancy, you know what to do with it!
~Dretzel

himself:
[quote]Version 4: Made the cores curve at the bottom giving them the illusion of coming out of the emitter as well as changed the colors. Fixed the fog around the glow and fixed the saber screen. Everything should work perfectly, now.[/quote]
And that it does. I hereby declare this mod fully operational. [b]*stamp*[/b]
So, with everything fixed and no oddities detected, one could say this mod isn't bad. Not bad at all. The one thing that sticks out about this mod in my most humble onion, is that when you kata, that obnoxious nimbus of glowing heresy is no longer present. Instead, you can actually see your blade spinning in action, and yet the afterglow still remains. It's really quite refreshing, I must say.
Well, it took a few tries, but this mod finally is worthy of my recommendation(as if that's some huge honor ¬_¬ XD) I hereby command all masses within the sound of my text to acquire this piece of media. NOW =_=
- Averus Retruthan

what?
[quote]Version 2: Added Orange and Yellow got rid of the black glow around your hand and added the sounds to the default lightsabers based on their useage in the single player game.[/quote]
All is forgiven. However, a new problem presents itself. One that seems like it could have been prevented, no less. I'm still trying to ponder the author's motive for this, but he has included some extra baggage: the SP .sab files. Why? I don't know, but this now screws up your saber list in larger proportions than expected. Might wanna fix that.
If you can deal with the saber list issues, then this mod's pretty much complete, and probably up thine alley...not mine. Anyone who comes down my alley comes out the other side a zombie =_>
- Averus Retruthan

you know, the default scope design is creative, but after playing for years, it has become very "unoriginal." The author decided to change that by re-designing it!
One of the major changes is the background design of the scope that stretches around the screen. Unlike the default design, the author re-colored it to a solid black with what looks like a faded touch, especially around the edge. The scope lines were also made a blackish color and the "charge meter" has been re-colored with a blueish tone.
There is not much else to say about this disruptor scope, except that I would of liked to see more changes added. The black background seems kind of plain. I would recommend adding in some sort of design into the background so it has more creativity with it. That is just my own personal opinion though.
Overall, this isn't a bad mod. As I mentioned above, it does need some work. I hope that the author decides to expand from his original idea and make it even better in the near future. Nevertheless, keep up the good work and never give up.
This is definitely worth a download if you're tired of using the default disruptor scope. :)
[b]New Design:[/b] Aye
[b]New Sounds:[/b] Nay (Maybe in a V2?)
~Syyrax

really not a whole lot that I can say that the screenshots won't say better, (You know the saying, a picture is worth a thousand words!) so check out the screenshots and give it a download if you like what you see!

author was even nice enough to include a description that turns out to be better than one that I could write:
[quote]Simple Anti-Cheat (SAC) only has a single goal - Provide a reliable
way to prevent players from downloading known hacks to gain an unfair
advantage over other players. In no way is this project focussed on
preventing any and every way of cheating, however the goal is to keep
on top of public and private cheats (circulating in closed player
groups). This means that the common player who is looking for a quick
download to gain supernatural abilities will be having a hard time.
+ SACClient.zip - For clients to play on a protected server.
+ SACServer.zip - For server owners who like to protect it.
+ SACOptional.pk3 - To display which servers are protected.[/quote]
The two .zip files contain additional information about what they contain.
As far as last contributions go, this is a good one. Unfortunately, the files may be flagged as malware, but I have been assured that they are clean and flagged only because the anti-virus software does not know what to make of the files.
That being said, give this a download!

:D A lot of these sounded like they had come straight out of a Transformers battle!
*bzzzzzzzzt*
*pew pew*
Although they didn't sound very 'Star Wars-y', they nevertheless fit pretty well and the author has done a good job of matching each sound effect to a particular weapon, so much so that none of the new weapon sounds sound out of place for the weapon they are used on. My favourite sound, I would have to say, is the one for the DEMP 2. For once it actually felt [i]cool[/i] to use the DEMP 2, which generally feels like a bit of a wimpy weapon. Now that’s quite an achievement!
There are also new sounds for the Swoop Bike and AT ST, which is a welcome change. There was only really one issue I noticed, and the author mentioned this in his readme; the sounds for the Concussion Rifle are a bit quiet. Nothing which spoils the mod, but it would be nice if they were a smidgen louder!
All in all a really nice mod here, one that really refreshes those tired old base JKA weapon sound effects. I imagine they would also be of great use to anyone who wanted to make a Transformers themed skin or weapon...
Be sure to give this a download it you like the 'sound' of it! ;)
~Nozyspy~

whatever..." and there are so many ways you can make a glowstick, as far as I'm concerned.
This one is supposed to mimic some of the newer animated Star Wars media, which I refuse to follow in any way, shape, or form, so my knowledge of them is next to nothing. However, I decided to look at a promo poster of the Clone Wars movie to see what the lightsabers look like. Yep....a big fatass white core with completely rounded tip and very clear cut, distinct amount of dark, solid glow. Welp, there's his visual accuracy points for him ._.!
The sounds are pretty much ho-hum, nothing most of us haven't heard before, but they're at least of acceptable quality, so no harm no foul. Now, onto some caveats:
[b]- Mod replaces orange color with blue:[/b] Bad call. Trust me, you may think nobody uses orange, but there are those of us who do. Hell, [b]I[/b] use orange =_O!(Luke had me sold with it on the cover of Shadows of the Empire novel

change of colour or a few embellishments. This isn't a bad thing, far from it, I like these other mod's as well, but it is very nice indeed to see a HUD mod which is so different from so many others out there.
Here we have a very simple and clean HUD, it looks like something you might see on a digital watch or one of those digital weather stations. Why I just said digital weather stations I don’t know, it was the second thing that came to my head! Now shush! :P
I very much like the look of this HUD and I think I may actually keep this in my base folder! As I said, it is clean and simple and also easy to read. Though that said, the one thing I would recommend working on is making the colours for the lightsaber style indicator a bit brighter as they are a little too muted at the moment. That's just my opinion anyway.
Excellent work here Darknrd, this is definitely one of the best HUD's that I've seen!
If you guys are looking for a clean, simple and easy to read good looking HUD, then I definitely recommend this! :thumbsup:
Downloads awaayyyy!!!
~Nozyspy~

such as smoke, sparks and dust to collide with objects and be affected by wind. This means that particles such as smoke won't float through walls and parts of the level anymore.
With this mod you may get reduced performance so it is recommended that you do not use this mod if you already have poor performance due to increased particle complexity.[/quote]
Well said, Kingo64, well said.
Now, the big question: does this work? Well, yes and no. This effects mod seems to work only in single player, or at least so I've achieved. If the author intended it to work in MP, let him speak so in the comments and accept my apologies, but so far the only noticeable particle effects that I believe I saw were in single player, and I did some rather exhaustive testing.
What I did find was hard to judge, really. A lot of the effects I could divine seemed to have an issue where they just hung in the air for a while. I did notice that the x-wing's explosion was lot less flamboyant. You didn't see the wings flying off into planetary orbit, but they did just sorta flop on the ground and give up, which seems unlikely.
All in all, this experiment seemed like a good idea, but it could definitely use some fine-tuning. Let us know if you intend to build upon it =_= I'm sure there are many who share your desires for such improvements. I certainly am.
- Averus Retruthan

There's also a custom loading screen for unknown maps in SP or MP, which is the same thing as the startup screen, but bigger.
Honestly, I don't see the point in these kinds of mods. You don't see either screen enough for it to be worth changing, really. But, I suppose others out there might disagree. If you're one of those who disagree, give this file a download!

from looking in the .zip there are quite a variety of files to choose from which change various lightsaber sounds and effects.
A full explanation of what all the various .pk3s do is in the readme, so I strongly recommend that you have a good read through it!
Here is the list of .pk3s that the author included:
[quote]
[*] Removal of the green spawn/idle invulnerability shield (requires cg_rendertotexturefx 0).
[*] Removal of the green damage shield.
[*] New saber clash effects.
[*] No saber sparks, no "blood" sparks.
[*] New saber damage effect (localized electric flares when Sabers touch body parts - to replace the damage shield - so you know when you're dealing/receiving damage).
[*] Round-tipped lightsaber blades with bolder but anti-aliased cores.
[*] All new, painstakingly resampled authentic lightsaber sounds taken from digital copies of the Original Trilogy as well as other sources.
[*] BONUS: Lightsaber color changing script.
[/quote]
Its still good to see new mod's which change the saber duelling experience of JKA though and make the sights and sounds more in line with that we all saw in the movies. I especially liked the new round tipped saber blades. I always thought the round tipped saber blades from Episode 1 and 2 were the best, I have never really liked the Blade tips as they are in JKA. I know there are other mod's which do this, but this mod bundles all the little ones into one pack, which saves time! The effect of the saber hitting flesh is also different, so now there is a sort of blue cloud instead of the purple cloud and sparks. I must say though that this looks a little odd, since I wouldn't expect someone's flesh to produce a weird plasma like blue cloud then it burns at the tip of my lightsaber! The saber clash/lens flare effect was definitely cool though, much better than the base JKA version!
This mod also includes lots of new movie authentic sounds, again improving the realism of duelling. I agree with the author when he ponders why Raven didn't access Ben Burt's library of movie lightsaber sound effects when making JKA. But anyway, we have then now!
There is also a .pk3 which removes the shield flare when you are hit and one that is supposed to remove the green bubble effect that appears around your character when you spawn. But you need to make an autoexec.cfg file which has the line "cg_rendertotexturefx 0" in it for this to work, which is a bit of a pain. To be honest I would have expected this to be included in the mod!
Lastly, there are also some bonus sound files included in the .zip, although not included in the .pk3's. it appears you need to extract these to particular folders in your base directory, which again is a bit of a pain. Surely it would have been better to include these in the .pk3's?
Anyway, overall this is a nicely rounded mod with plenty of things to help make your JKA experience more movie like. Fix those issues I mentioned above, that people for the most part simply wont want to be bothered with (making the autoexe.cfg for example) and this mod will be even better! :)
Keep up the good work!
~Nozyspy~

bottom right hand corner. It also pulsates, light to dark and back, slowly.
I'm always glad to see mod's which change those less modded aspects of JKA! I don't think they grey quite fits with the blue theme of the JKA main menu however. Personally I think that if you tinted the grey texture to be a little more on the blue side it would fit better, but that's just my opinion! :)
Well guys, if you like the look of this, then be sure to give it a download!
~Nozyspy~

launcher against those infuriating mercs who chase you around the Zonju level in JKA?
Well Eezstreet here brings us a mod which allows you to do just that! Not only does this mod allow the use of all weapons whilst you are riding a Tauntaun or a Swoop, but it also increases JKA's vehicle limit (which has always been a pain in the backside for people wanting to add lots of new vehicles to JKA).
Overall this is a very clever and original mod, and looks like it will be a lot of fun! So if you fancy firing off a few rockets or disruptor shots whilst riding your Swoop or Tauntaun, then be sure to give this mod a try! :)
~Nozyspy~

with the logos for the Chicago Bears. Simple as that!
So if you are a fan of the Bears, then this is something which may interest you! If though, you live anywhere else in the world except for the United States though, you might be a bit puzzled by this. :P
~Nozyspy~

it seems that an accident has occurred. You see, Tavion sent in her scepter to be cleaned, but it got lost along the way and wound up on the North Pole. Santa's elves didn't think it looked that great as it was, so they painted it in red and white stripes, then giftwrapped it for Tavion. Unfortunately, she's been a bad girl and got coal instead, and the scepter goes to all of you instead!
This candy-cane-looking weapon uses the staff style, but seems to be selectable in the single saber menu. What does this mean for all of you? Well, you can dual wield them. Yup, not one, but two scepters at once! Add in the fact that it is a bit overpowered, and you have a mean weapon here! It's just a shame that it appears to have just been paintbucketed without a thought of adding in further details to the textures...
Ah well, no matter! Still fun to use! Give it a download if you like it!

you install this mod into your base folder, all base JA models will be wearing one. You can also add hats to other models - see the readme for instrctions on how to do so. Basically, this is a nifty and small mod with some fun/social potential for sure.
There is one downside to this mod - it is code based, so it won't be compatible with Lugormod, OJP, Makermod, JA+ and the like. That doesn't mean you can't use it, though, and don't let it stop you!
If someone's out to make a christmas video, this will definitely be a necessity. Since it wasn't out in time this year, hopefully it will see some use next year, this is one of the better christmas mods I've seen!
~Dretzel

called JK3 Expanded and basically is a set of new singleplayer missions set on both singleplayer and multiplayer maps which aim to explain those bits we never got to see in Jedi Academy, like; what happened when the Cult of Ragnos landed on Hoth? Well according to this mod they had to fight there way through hoards of mercenaries and Wampa's before they could set up camp and start siphoning all that force energy. During this particular mission you play as a Cultist, and to help you out you have a large gaggle of Snowtrooper's who follow you around and help you with your mission.
Unfortunately there aren't any cutscenes or ingame objectives, which is somewhat disappointing, but Foreborn promises us he will work on these things for future projects. As for mission objectives, there are a list of ones you have to accomplish on each level, in the readme, so you know when you have finished the level.
Be aware though, that for this to work you will need to put the save games included in this .zip in your gamedata/base/saves folder and then load them up in singleplayer to play them.
Despite the fact that there are no ingame objectives or cut scenes I did have some good fun with this mod, especially on Hoth with all those Snowies following you around. Yes I said Snowies, it means Snowtrooper's, I just invented that word, right now. Those of you who read this are witnesses to a historic moment! Go forth and use the word Snowies everywhere! :P
Ehem, anyway... The most annoying bug I came across was that on some levels all the textures are missing on the player character. Obviously if you are in 1st person mode this doesn't matter, but if your in 3rd person mode, using a Lightsaber, this becomes rather annoying. All the same though, overall this is a pretty fun mod and I hope to see future versions of it with cutscenes and ingame objectives, then it would be great!
Keep up the good work Foreborn! :)
~Nozyspy~

to choose from! Each of them features a different piece of art, of course, some working better than others. It is only the background of the startup screen that is changed, so no new sounds.
Really, there's not much more to say about it. Check it out if you like what you hear, ignore it if you don't bother messing with startup screens.

will improve the gameplay, add features, improve the graphic quality and so on. I'm not focusing on throwing in things like a Cloud model, completely unrealistic saber trails and so on but keeping the core of Jedi Academy while adding features and improving on what's already there (both MP and SP). I plan on fixing some bugs in the game, removing the cap for how many mod's you can have, realistic dismemberment, and so forth. A site will be up in the next few months but if you're willing to help feel free to e-mail me or PM me on the forums.
[/quote]
Here we have the fifth and final batch of improved levelshots from Botdra. This here is the full monty, or if you are American 'the whole ball of wax' (you Americans and your odd phrases :P). This pack contains all the four previous level shot packs in on convenient .zip for those completists out there.
As before, if you want the Siege Destroyer Bonus map and the MP Bonus maps to work, you will need to download them and have them in your base folder. You can find these files here:
Siege Destroyer Bonus Map
Bonus MP Maps
As with all of Botdra's High Quality Levelshots mod’s, these .pk3’s will replace the rather poor quality Base JKA levelshots with nice new Hi-Res ones. The new levelshots have been taken from petty much the same angle as the originals and are in very nice high resolution and have dynamic glow on as well. Not only that but Botdra has evidently used his graphics card to force Anti-Aliasing on, so as well as being high resolution, all the edges are nicely smooth, with no jaggies to be seen.
Overall a very nice series of mod's here Botdra, although, it may have been simpler just to release the full pack rather than five separate packs.
I would very much like to see you give the JK2 levelshots (which are even worse quality than the JKA ones) a once over, so we can have nice high resolution levelshots for both JKA and JK2! *nudge nudge* ;)
~Nozyspy~

be found [file=23923]here[/file].
As with all of Botdra's High Quality Levelshots mod's, the levelshot in this .pk3 will replace the rather poor quality Base JKA levelshot for the MP Siege Destroyer Bonus map. The new levelshot has been taken from petty much the same angle as the original and is in very nice high resolution. Not only that but Botdra has evidently used his graphics card to force Anti-Aliasing on, so as well as being high resolution, all the edges are nicely smooth, with no jaggies to be seen.
All in all a simple but effective mod which I intend to keep in my base folder! If you like me have been wanting better quality levelshots for your JKA MP Siege Destroyer Bonus map, then this is the mod for you. :)
~Nozyspy~

found [file=21384]here[/file].
As last time, the levelshots in these .pk3's will replace the rather poor quality Base JKA levelshots. All the new levelshots have been taken from petty much the same angles as the original and are in very nice high resolution with dynamic glow on as well. Not only that but Botdra has evidently used his graphics card to force Anti-Aliasing on, so as well as being high resolution, all the edges are nicely smooth, with no jaggies to be seen.
All in all a simple but effective mod which I intend to keep in my base folder! If you like me have been wanting better quality levelshots for your Bonus JKA MP maps, then this is the mod for you. :)
~Nozyspy~

effective. All the new levelshots have been taken from the same angles as the original and are in very nice high resolution with dynamic glow on as well. Not only that but Botdra has evidently used his graphics card to force Anti-Aliasing on, so as well as being high resolution, all the edges are nicely smooth, with no jaggies to be seen.
There are a few more noticeable differences with the SP levelshots pack than with the MP ones. One of the more noticeable ones is the t3_hevil levelshot. The original Raven shot has the Noghri photoshopped onto the levelshot, but Botdra's version has the Noghri as models in the map, which I think looks more authentic to be honest.
Another thing is that the new levelshots don't include ones for t3_byss, t2_dpred or t2_rancor. I'm expecting that this is because the Base JKA levelshots for these maps aren't actually shots of the map itself but are a star chart style levelshot. Still it would have been nice to see some proper in-map levelshots for these levels, even if it was necessary for you to use artistic licence on what they would look like.
Lastly, I would say that this mod is not really as necessary as the MP levelshot mod's, since the levelshots on the SP map loading screens are pretty small and thus don't really look that bad. Still though, its nice to see some improved levelshots for SP all the same!
All in all a simple but effective mod which I intend to keep in my base folder! If you like me have been wanting better quality levelshots for your Base JKA SP maps, then this is the mod for you. :)
~Nozyspy~

of many of my projects :P). Botdra has saved others and me the trouble of having to make them ourselves though with this series of levelshot mod's.
The levelshots in these .pk3s will replace the rather poor quality Base JKA levelshots, which like I said is something I have been wanting for a long while now. A simple mod, but very effective. All the new levelshots have been taken from the same angles as the original and are in very nice high resolution. Not only that but Botdra has evidently used his graphics card to force Anti-Aliasing on, so as well as being high resolution, all the edges are nicely smooth, with no jaggies to be seen.
All in all a simple but effective mod which I intend to keep in my base folder! If you like me have been wanting better quality levelshots for your Base JKA maps, then this is the mod for you. :)
~Nozyspy~

forgive the terrible puns) considerably. No it doesn't actually make the attack more powerful, but it does make it [i]look[/i] considerably more powerful by adding a lot more of the lightning and particularly by adding a screen shake whenever you use Force Lightning, which I think was a great idea! It definitely gives it more of the feel or a raging maelstrom of Dark Side energy.
This mod also includes some new saber blades, which actually look like the neon tubes you find on shop signs, a very interesting effect for a saber blade!
Overall this is a nice little mod here, the new, more energetic (there's another pun...) lightning effects coupled with the screen shake really look cool, and the new saber blades are nice too.
If you guys like the sound of this mod, or like the look of it from the screenshots below, be sure to give it a download! :)
[b]New Effects:[/b] Yes
[b]New Sounds:[/b] No
~Nozyspy~

Fates' from Episode I and the Duel between Dooku, Anakin, Obi-Wan and finally Yoda from Episode II.
For anyone not familiar with the Chronicles Mod you should check out their website, [url=http://www.swchroniclesmod.com]here[/url].
The first thing you see in any Single Player mod, is of course the menu screens and these are rather clever! Available from the 'Start New Game' option are the two duels, but what is clever is that the button for each duel, when moused over, is actually a small video of the duel itself! Not something that is hugely important to the gameplay, but it’s a nice touch nonetheless!
First off, let's have a look at:
[b]Duel of the Fates.[/b]
This is probably one of the most famous bits of any of the Star Wars films, not least because of that amazing 'hairs on the back of your neck' soundtrack by John Williams. Its also just an incredibly choreographed duel and is always enjoyable to watch. Here we get our chance to play as Obi-Wan and duel Darth Maul ourselves.
Believe me, this is not easy, it takes skill and perseverance to complete these duels and I died several times on each. Out of the two though I would definitely say that Duel of the Fates is the most difficult, primarily because old Qui-Gon isn't really very helpful. :P That is one of the few issues I found with this mod; Qui-Gon often just stops behind pillars or sometimes just walks around casually while Darth Maul continues attacking you, which makes things rather more difficult.
The cutscenes in both duels are fantastic however. They are on par, if not better than the cutscenes made for JKA by Raven and include characters that move their mouths and are lip synched to the speech and full sound from the movies, which adds a really nice level of realism to everything. The camera angles and character movements are also unbelievably similar to the actual shots the film, which is quite an accomplishment considering the limitations of JKA.
The Duel of the Fates map is also very impressive and accurate to the film. Along with the excellent skins this rounded this half of the mod off nicely. It really does feel very cinematic!
[b]Geonosis Duel[/b]
This is of course the duel that was at the end of Episode 2 featuring Count Dooku, Anakin, Obi-Wan and Yoda. You start out as Obi Wan and fight until the scene where Dooku disarms Obi-Wan and Anakin saves him just in time before Dooku cuts poor Obi in half. You then switch over to controlling Anakin and then when Anakin gets his arm chopped off you finally get to play as Yoda! The cutscenes and character changes occur when you get Dooku's health down to a certain amount.
Again the cutscenes are fantastic and contain full music and speech from the film along with lip synching characters. The thing I was impressed with most though is the map. It really does have a Geonosis feel and is the best recreation of the Geonosis duel area that I have ever seen. The sky outside especially looked fantastic; somehow the author of the map has been able to make the skybox sort of 'glowy'. There is a screenshot below where you can see what I mean, it's very difficult to describe since it doesn't look quite the same as the glow from a light. In any case I haven't a clue how it was done, although I would very much like to find out!
As for bugs on this half of the mod, I only noticed one. It was however most bizarre... Instead of Padme appearing at the end and running into the hangar as she does in the film, it was actually a Stormtrooper. How this happened I have no idea, I also don't know whether this problem was unique to me, e.g. caused by a file conflict, but in any case the Padme model was replaced by a Stormtrooper. Weird, and a little amusing but nothing too serious!
Overall; fantastic work here and well worth a download! Keep up the good work guys, I look forward to seeing Duel Pack 2! :D
~Nozyspy~
And now a message from the Chronicles Team:
[quote] Star Wars Chronicles is a Jedi Academy Modification that is being developed by the Chronicles Team since August 17th 2007. The idea is creating singleplayer missions that resembles to the six movies of the saga, something that many dreamt and couldn't do so far. We count with a huge number of members that are working to provide you the best quality and pleasure. MovieBattles Team, responsible for creating the famous MovieBattles II modification is supporting us.
In this Duel Pack Series we have planned to give the fans a taste of our work. The demo was about missions, this is how the duels will be in the full version. You will get to be Obi-Wan in Duel of The Fates and duel against Darth Maul with the help of Qui-Gon. All scenes are exactly as the original movies from the camera point of view to character animations as much as the engine allows us. It is of great importance to us that you feel like in the movie.
Moreover in the Geonosis Duel, you will fight as 3 different characters including the little green guy, Yoda! The lightning effect of the Sith lord was supported by shaders to make it more realistic during cinematic's. The Duel might be hard for you new starters, but keep trying, Count Dooku is just another tinny. Both missions are beautifully scripted and mapped, you will surely want to play more after this experience.
We are planning on a second duel pack that will most probably feature Battle Over Coruscant and Emperor's Throne Duel. So keep your heads up for the next update very soon.[/quote]

already know by now. :P And yes, this dagger is indeed very glowy!
Another fine mod from AshuraDX, both the modelling and skinning is excellent here. Although I must say the glow is a little strong to be honest and that rather obscures the nice texture detailing that is to be found on the blade itself. Glowy things are always nice though, so that isn't so much of a problem. ;)
Also included in the .zip file is a wallpaper for use on your desktop, should you be a fan of the Price of Persia franchise or Ashura's mod's, or maybe both! Another cool feature is that this isn't just a weapon mod, this also includes a HUD mod, which changes the games HUD to something more akin to the one in Price of Persia. I especially liked the way that the little image that denotes saber style changed from a dagger for blue, an axe for yellow and a mace for red style, quite fitting comparisons!
All in all this is a very nice mod here, the Dagger of Time is an excellent piece of work in itself with some impressive detailing and after seeing this on the forums as a Work In Progress, I am glad to see it completed and released! The HUD mod is also something pretty unique, I have never seen a HUD like this one in JKA before and this rounds the mod off nicely. Prince of Persia fans rejoice, because I have a feeling you will love this mod!
Keep up the good work AshuraDX!
[b]New Model:[/b] Yes
[b]New Sounds:[/b] No
[b]New Effects:[/b] No
~Nozyspy~

skin and not have any custom sounds. Well fear not, because Ownedbacon has decided to rectify this problem by making his own mod using sounds from Star Wars Empire at War: Forces of Corruption and making a file which adds these sounds into Last Wish's IG-88 model! All you need to do is put this .pk3 in your base folder along with Last Wish's file and hey presto, IG-88 will have some new custom sounds!
All in all a great idea here, although it would have been nice if the IG-88 model had custom sounds from the start this issue has been fixed by this file here, which I suppose you could call a kind of 'patch'.
If you fancy some IG-88 sounds to go with Last Wish's IG-88 model then give this file a download! :)
~Nozyspy~

for yourself with the screenshot supplied. I will say that the spikes on the tip seem way too large, though. The texturing was plain as well, consisting of mostly solid shades.
I did run across one major bug...the readme contained no information on how to use the saber in SP. It works great in MP, but if you want it for the campaign you'll have to poke around a bit and figure it out.
~Dretzel

that strike down lightning on your enemy, that is!
It might be a very simple mod, but it's a great one, if you ask me. I would highly suggest giving it a download if you're a lightning lover. Even if you're not, it's still worth it!

and TFU. Well, this little mod takes care of that one!
Welcome to Movie Duels - The Original Trilogy!
Although this is just a demo consisting of a single level, the fight between Obi-Wan and Darth Vader from A New Hope, it's still quite a bit of fun. It's almost as well done as Movie Duels 2, however, I found that some of the animations are a bit weird. For example, when Vader gets knocked over in the last part of the level if you play as him. A big chunk of wall hits him, and he just stands there for a second, as if he is trying to decide whether or not he should fall over from it. I also had a bit of a problem with the fact that when playing as Darth Vader, I was able to pull Obi-Wan into the pit in the hangar in the first part of the fight, killing him with almost no work at all. In the second part, he jumped in himself! I literally hit him twice with my saber during the entire fight. Even so, it's best to keep in mind that this is just a demo.
Anyway, I'm definitely looking forward to a full version of this mod. It is worth the download, if you can stand the .exe file format.

knockback, and you've got this little mod. It's really nothing more than a .sab file, but that's enough to get the job done! Unfortunately, it seems to work properly only in the Single Player game, so no using this powerful weapon online!
If you like it, you know where to click!
[b]EDIT: Sorry, forgot to include the command to use the weapon in the review! It's /saber scepter[/b]

writing on a black screen, number two has a large blue lens flare in the center and number three is sort of cloudy or foggy. My personal favourite is the second one, since I think it fits best with the style of the JKA menu's and colour scheme.
All have the title: Jedi Knight: Jedi Academy and a disclaimer at the bottom followed by a link to the Dead Reefs Mod Network site.
Needless to say you should only put [b]one[/b] of the included .pk3s in your base folder at a time, otherwise they wont work!
Overall not bad work here, although I think it would be cool if there was a bit more to look at on these loading screens, as they are a little plain, and the font used for the writing isn't really very 'Star Wars-y'. I look forward to seeing more of your work in the future Hanziness! :)
~Nozyspy~

Compatibility Addon 1.3).pk3 to your JKA base folder![/b]
Everybody loves Halo, apparently. Unfortunately for me I have never actually played any of the Halo games, except for a brief playthrough of the demo version of the original Halo, so I I am not that knowledgeable on the franchise. I do know when I see a cool weapon mod however, and this one here is definitely under that category! ;)
This here is a [url=http://halo.wikia.com/wiki/Type-1_Energy_Weapon/Sword]Plasma Sword[/url] from the Halo games, how the sword is supposed to work, I don't know, but it looks damn cool. ;) This mod is a much improved version of LukeSkillz previous Halo Plasma Sword mod which was reviewed almost a year or so ago.
As you can see from the screenshots, this is nice and glowy. But curiously the glow doesn't come from a dynamic glow shader on the sword itself, but rather from a texture/shader, which mimics the effect of dynamic glow, thus eliminating some of the problems the author was having with this, as explain in the readme. The effect looks really good and I think this was a very impressive feat of ingenuity from the author.
There is a sword for every saber colour, so although the original halo Plasma Sword may only come in blue, here you can get them in all of the normal saber colours. There is also a lightning type shader that shimmers over the surface of the blades to give them that extra edge (if you will forgive the pun :P). There is also another small, but clever addition, you will notice that instead of the classic JK Saber logo on the loading screens, it has been replaced with the silhouette of the Halo Plasma Sword instead, which I thought was a nice touch.
There are some bugs that still need to be ironed out however, for instance, when swinging the sword, you still get the saber trail behind it in whatever colour your lightsaber usually is, which doesn't really fit with the sword at all. Also, if you use the sword in staff mode, then part of the saber trail will appear frozen infront of the sword when you swing it, which is rather annoying. The saber trail definitely needs to be removed completely with this mod to make the swords look better when used. This is only a relatively minor bug, but it is a bit annoying since it is visually quite obvious. Either that or make a new saber trail to better fit the swords.
There are still a couple more neat features I haven't mentioned yet though. One is that the saber icon on the weapon menu at the bottom of the screen has been replaced with an image of a Plasma Sword, although the text still says lightsaber (it would be cool if this could be changed too). Also there are some fantastic new sound effects, electrical crackles and throaty hums which fit perfectly with this mod!
It is also great that this can be used with both JK2 and JKA, although be sure to include both .pk3s in your base folder when using this mod for JKA. As I said above: [b]There are two .pk3s included in this .zip, the HaloSword (v3).pk3 is for JK2 only, if you want to use this in JKA, you will need to include BOTH the HaloSword (v3).pk3 and HaloSword(JK Compatibility Addon 1.3).pk3 to your JKA base folder![/b]
Overall this is a fantastic weapon mod and a must have for Halo fans! Keep up the good work LukeSkillz! :)
[b]New Model:[/b] Yes
[b]New Sounds:[/b] Yes
[b]New Effects:[/b] No
~Nozyspy~

certainly get lots of TFU themed mod's here on JKFiles! Here we have the latest TFU themed mod, another rendition of the HUD from The Force Unleashed.
It does indeed look like the HUD from the force unleashed, and it is somewhat bigger (I think it is anyway, I could be wrong) than some of the other TFU HUD mod's we have, however I do feel this needs quite a bit more work. The edges are rather jagged and the area inside is a little fuzzy. I could be wrong, but I think this also photo sourced from a TFU screenshot which would explain the problems I just mentioned. I definitely think you should try and make this HUD completely from scratch because that will allow you to get a much cleaner look to the HUD.
That about wraps it up, so if you guys are fans of The Force Unleashed then you might enjoy this mod! :)
~Nozyspy~

blades look like in The Force Unleashed? Well I have no idea since I have not played it yet! I'm still waiting for it to come out on the PC, not long left now! :D These blades are obviously meant to resemble the saber blades from TFU however. From what I can tell, the only major change since the last version is that the tips of the saber blades are now more rounded instead of being pointy like in the previous version. The famous black and white lightsaber blade also returns in this mod. How a black blade can emit a white aura is beyond both me, and the laws of physics. But hey it looks cool and it is Star Wars! ;)
The only problem with the black and white saber is that it replaces the orange saber, so if your favourite saber colour is orange, you might be disappointed. As for improvements I think the main things that need some more work are the tips of the blades because if you look closely you will notice that it looks like the very end of the blade has been clipped off, leaving a straight line right at the tip. This looks a bit odd close up, but should be too much of an issue generally speaking, but its always good to hunt down and fix those bugs!
I'm glad to see more The Force Unleashed mod's here and I hope to see more in the future (although I would definitely like to see some TFU themed maps!) but I do think this mod needs some more work to polish it up.
~Nozyspy~

sabers and one scepter of Ragnos. The sabers have longer blades, and I assume they are fine-tuned in other ways as well, but what really interested me was the scepter. It has a half-mile long saber blade and the neato energy effects that Tavion shot out of it. There is a problem with them, though...the effect comes out at an angle, so don't expect it to follow your saber. Looks rather goofy.
But anyways, if you like a hilariously overpowered saber or you want to wield a scepter that's literally as powerful as it was when possessed Tavion used it, this is your file.
~Dretzel

tuskens. In fact, it makes them unafraid of everything, including you. Basically, get ready for some super-jawa-pwning action! It was so funny to watch a jawa with a lightsaber chasing down and then hacking away at every tusken in sight, and then turning on me after that...seriously, high-five. Even though it is TFU related, which is something I resent, that's one of the most out-of-character things I've ever seen in this game.
There are new sounds and a new gun included as well, but I didn't get either of them to work. I'm not sure if the gun was supposed to display anywhere in-game - my testing revealed nothing. Please correct me if I am wrong. The sounds seemed spotty - some worked and some didn't seem to work.
Now, the biggest problem here is that the jawa gun and the jawa saber are not textured. Seriously, they need texturing. Badly. The author stated in the readme that if someone wants to texture them, they're more than welcome to, but I would probably have waited to texture them before a public release.
Well, you know where the download link is. If you like the sound/look of it, don't hesitate!
~Dretzel

had the idea to replace the old and somewhat blurry and low quality Base JKA and Base JK2 level shots with some new hi-res ones, but alas never got around to it.
These new levelshots, taken by OpiWahn aren't carbon copies of the originals though, but instead show different areas of the maps than the originals.
Personally I think this mod was a great little idea, and I would really like to see a JK2 version of this as well!
If you guys fancy a change from the old Base JKA map level shots, then be sure to give this min-mod a download! ;)
~Nozyspy~

improvement that adds up to a big difference.
We all know that oddly, t2_trip is easily in the top 3 most popular JA maps through strength of over-usage, but visually it's really not that special. Sometimes it's even hard on the eyes. While this texture minimod does make the map quite plain, that's as much of a blessing as it is a curse. Essentially the landscape becomes sand, and there are cacti all over the place in what amounts to one untamed desert.
Sure the cacti could look better, as it stands they're fairly obvious photosources, but there's much more prolific shrubbery now and a much smoother terrain texture in what used to be a rather barren and harsh map. The areas that look good look really good, the areas that don't look no worse than the original.
It's nice if you want something different, at any rate.
-Mikouen

much improved for this version, though the lack of antialiasing is still apparent among the edges. A small glitch overall presents itself in the armor bar stacking over the health bar - they don't quite line up right all the time, there seems to be some random shifting, usually with full health and 25 armor but sometimes at other amounts. Another remark I'd make is the ammo count being at the exact opposite end of the screen - I'm aware TFU didn't have one at all, but personally I would have at least moved it closer to the HUD element itself, just to make it easier to check status at-a-glance and get back to the game.
From that analysis you can guess that it's not perfected, but it is the final version so if you're in the market for a Force Unleashed HUD for JA, this is probably the one to be using at present.
-Mikouen

this accurate? Ehhh... sort of. I've seen pictures of what it looks like ingame and this resembles it a little bit, but the position is slanted forwards, his body should be straight.
That's about it, I guess. No real description here, since it's just another stance mod. Enjoy.
~Authuran

However, problems arose due to its large amount of bugs. Infact, so many bugs for a saber mod that Spior called the File Exterminator to get rid of most of the bugs for v2. However, you know how labor is these days, and unfortunately, a lot of the bugs are still here, such as a wall bug and a water bug. No, I don't mean those little spiders you see hopping across the water. Graphical difficulty is a better term for it.
Spior, before you release a v3, make sure you exterminate ALL the bugs. Enjoy or submit your bandwidth. Your choice.
~Authuran

ranting about nightvision, snarky comeback, and cue usage instructions. Couldn't be simpler actually, four step process. Step 1 - enter "/exec nightvision" into the console. Step 2 - enter "/vstr NVision2" into the console to activate default mode (use "/vstr NVision3" if you have a widescreen resolution, or "/vstr NVision" to remove the border if it causes problems). Step 3 - press N to toggle nightvision on or off. Step 4 - do a barrel roll.
Yep, that simple, however be sure to read the readme anyway for the detailed info on glitches and how to avoid/fix them.
On the one hand this is a cool toy which could potentially be used for a rather tactical edge to the game. Certainly acts as a sufficient counter to any players dropping from the shadows. The lamentable fact is that most maps unfortunately offer few opportunities for this to come into play, having notably few twilight or pitch black areas. We totally need to make more maps that have such contrasts between light and dark, so that this mod can really come into it's own.
-Mikouen

version 5 is here and... sad to say, not much has changed from the previous ones. I have followed the thread on the forums hoping that Rogueboy would make his own HUD instead of copy and pasting another one into his outline... but I was disappointed. We have yet another picture of a HUD just copy and pasted into a little space which the outline doesn't even match the one from the game.
It actually looks quite odd, a HUD inside another HUD. I completely insist that the author makes his own, whether it be in paint, GIMP, photoshop, insert image editing program here. The one he copied over, again, doesn't even fit inside the space he originally made.
Anyways, download if you want version 5 of this HUD. Really, only thing I can say is that the original hud the author copied over is sharper than the last. Make one yourself in the aforementioned programs, it really isn't hard since it's a simple HUD. Enjoy.
~Authuran

black blade replaces the orange one and the white glow is a bit more realistic (If lightsabers can be called realistic, heh). There's really nothing else to say about it, so if you used the first version, I suggest you submit some bandwidth to download new one.
-Schrödinger

patch and many things needed to be fixed still. Some were never fixed untill this day, but some were, with the help of modders that keep this game alive. The same goes for this file.
What we have here, is an animation fix for jetpack and melee in our beloved game. If anyone ever tried using give all on multiplayer server with enabled cheats, he'd notice that no matter which direction you fly in with your jetpack, the body still acts like a stiff wooden idol while in single player we could clearly see Boba Fett maneuvering with his body as he was flying. Ever wanted that? Well, now you get it thanks to this animation fix mod. Other thing it fixes is the quite weird and unrealistic looking melee stance, so no more retarded look while using your Kung Fu skills.
In addition to that, it also works in JA+, so not only basejka players will be able to have fun with it - SCORE.
Anyone who likes fixes for JK3 should grab this, quite recommended download this is, so waste some of your bandwidth and enjoy much nicer jetpack animations and fixed melee.
-Schrödinger

command
This mod pleases Authuran. As a fan of The Force Unleashed, I have been wishing someone would make the push from it into our beloved game. And we have it. Not a perfect replica, I will admit. The push from the game sent out some crazy purple and blue thing from it. Yes, thing. I can't think of any other word to describe it. Anyways, this mod is great for people who love to use the force, people who love to spawn NPCs, and people who just love seeing other people fly away at incredible speeds!
This mod certainly pleases Authuran. Not before have we got a super-push-new-effect-new-animation mod that can live up to this one. Certainly a high quality replication from the game, and from what I could find, only one bug. In singeplayer, if you try a melee move, if you end up picking up the person and throwing them, the NPC will fly at incredible speed, even if you don't use push on them. But if you make a version 3, it would be fantastic, especially if it didn't modify melee combat, and if you could make that crazy purple and blue thing that flies out of his hands when he pushes someone. I have no clue if that is possible as I am not an effect maker, but if it is, it would be nice. I recommend this mod, certainly no typical waste of hard drive. Enjoy.
~Authuran

pump that bad boy up a bit! However, nothing is free from its faults. Since this replaces the orange blade, if you have any saber mods you will have to remove them :0 It would conflict with the negative saber and cause problems of epic proportions. No, not really, but it looked a little bit weird for me. And for the people who might ask, I have no idea why there is a screenshot for his lightning mod there. Enjoy.
~Authuran

better than Rosh. Anyways, one of the neat features about this game is you can change your lightsaber crystal anytime when you find them. You can find all the colors ; blue, green, red, purple, orange, yellow, and there is one bonus crystal you find on the final Death Star mission: a negative crystal. Yes, I said negative, as this crystal makes the lightsaber blade emit a black core with a white glow, and let me tell you, it looks awesome.
Spior has perfectly recreated this, even though I never found that crystal (damn!) I've seen plenty of videos and images with it, and this is probably an exact replica. It comes with its bugs, though. It replaces the orange blade, so when you go near a wall or close to the floor you get an orange glow radiating off the walls, instead of the color of the blade. It also doesn't feature dynamic glow, so when you turn it on you still get the same thin glow you get without it. Keep in mind that the fact that this [b]replaces the orange blade[/b] will create problems if you have pre-installed saber color mods.
Nice work, though, and if you make a version 2, I insist you fix the problems I said. Enjoy.
~Authuran

is so annoying, and the blaster pistol can barely hurt a fly. Not to mention the repeater looks like its shooting molten apples out of the tiny little barrel of it. Unfortunately, you will have to deal with that because the models haven't been changed in this mod. Instead they have been reskinned! Yes, some are more green, some more orange, red, name any color.
The skinning quality is hard to explain. There's not really any enormous changes when recoloring a gun. I mean what am I supposed to say? "All the bumps and scratches that were there before are still there but in orange." Really all I can say is that the author did a fantastic job with the recoloring. I didn't see any weird lines or colors splotching over into the next part.
But wait! That's not all, is what Bill Mays would say if he were a JKfiles reviewer. The author has also put in.... *drumroll*.... new gun effects! Some of the guns will now shoot green (eggs and ham) lasers at your enemies, or teammates if you are that kind of person. Really, like before it's also hard to explain. The quality is good for... weapon effects.... and the coloring is really hard to see because, well, I don't have to explain it! It's common sense lasers in Star Wars fly at intense speeds! But judging by the screenshots the coloring looks fine, nice, however you describe laser coloring.
Mmmm download if you hate the way the weapons look, and are looking for a nice quality replacement. Enjoy.
~Authuran

(i.e. when you are using melee fists) you bend forward more and push your palms out and your hands will quiver as the raw power of the force shoots from your fingertips! [i]The whole effect looks like it actually requires a lot of effort[/i], as you would expect shooting lightning from your fingers would take. The stance overall looks much more like the one from The Force Unleashed, which makes sense really since the whole idea of The Force Unleashed was to make force powers seem much more visceral and powerful.
Overall a small but cool little mod here, definitely one for you Force Unleashed fans out there and anyone else looking to spruce up their force power animations a bit! ;)
~Nozyspy~

so they are supposed to be stronger,and resist more damage.
I've also included some new sabers(only reskins,but they have better abillities);
The sabers are:
Survivor, Ripper, Ripper V.2 and Shadow.
(single) (dual) (single) (dual)
The weapons are changed too; The Repeater now fires missiles, The Blaster Pistol,
E-11,Bowcaster and Flechette shoots alot faster, The Concussion effects are more green,
The Merr-Sonn is golden and it's missiles are flamming, The Thermals, Tripmines
and DetPacks are darker.(Only Tripmine have NO new effects!)
Oh,I almost forgot;The demp is now an E-11!
---------------------------------------------------------------------------------[/quote]
I don't like to quote the author much but sometimes I have to, because otherwise I would be sitting at my computer FOREVER typing up all the small things that have been done in this mod. I'll give you an overview, however.
- Most characters now dress darker, implying a theme of darkness
- Makes NPCs stronger
- Contains new sabers
- Several weapons and their effects have been switched out
- Changes load screens to a Halloween color scheme
It is indeed pretty well done for a mod, not just a couple of reskins, but new weapons and effects also. The author has achieved what he set out to do in the first place, and this mod serves its purpose.
Keep in mind that it is only for Singeplayer. Let me repeat, it does NOT work in multiplayer. Except for the sabers. They work in Multiplayer. Enjoy.
~Authuran

longer than a normal saber. I know, this is not a hard work, but if you doesn't want to write a lot, use these. Every saber has his own power.[/quote]
First, [b]Saber of the storm.[/b]
[quote]Throwable, when returns, do damage (30)
| Can't be disarmed
| Default color: blue
| +Chance for saber-locking[/quote]
Next, [b]Saber of the Offensive[/b]
[quote]| Can't be throwed
| Can't be disarmed
| Default color: red
| +Chance for saber-locking
| The longest from the power-sabers[/quote]
After that, [b]Saber of the Protection[/b]
[quote]| Can't be throwed
| Can't be disarmed
| Big chance for parry
| Default color: green
| +Chance for saber-locking
| Longer than a normal power-saber[/quote]
After [i]that[/i], [b]Hanziness's saber[/b]
[quote] | Can be throwed
| Can't be disarmed
| Default color: yellow
| +Chance for parry
| +Chance for saber-locking[/quote]
And finally, [b] Saber of the Looooove [/b]
[quote]| Can be throwed
| Can't be disarmed
| +Chance to break a parry[/quote]
This ultimately is a saber mod, not just hilts and visuals but for the lazy people who didn't read through the quoted sections it modifies the combat and/or force powers. I'll leave the rest up to you to decide this time ;) Enjoy.
~Authuran
[i][A note to the author. Put your name and email in the readme, as I have for you. Also, just make sure not to put funny symbols in the description or readme, but that's not really too important][/i]

longer or shorter blade. While some of the larger or smaller handles may be more visually appealing, the blade difference is ever so slight.
The difference seems to be in the base of the blade, closer to the hilt. This mod removes any kind of issues by standardizing all of the single and staff hilts to use identicle lightsabers with identical form and function.
The author states several times that this is a server-side only mod, and you might experience issues playing with this locally. Additionally, he has included distro's for JA+ as well as base JKA.
I don't have my own server avaliable, so I wasn't able to test it myself, but I only see problems arising if you happen to use [file="19973"]something wierd[/file].
Overall, a good idea for the argument of fairness. Everyone can use whatever hilt they wish locally without any sort of unfair advantage.
-Sared
New sounds: No
New textures: No
New scripts: Yes
Overall rating: eight out of ten milkshakes.

Palace in Return of the Jedi. This simple little mod will replace your ingame cantina music with this track. The only 'bug' I noticed was that the Jedi Rocks track was pretty low quality and didn't sound all that great - might want to try and fix that for a next release.
~Laam'inui

immerse myself in a virtual world I like that world to be different than what I already live in (Guild Wars, SW:tOR, JA Roleplaying, etc.). Regardless of my personal feelings, however, the author has made a unique and nice mod. He's replaced the little chat icon above the player's head with the one from the green diamond from Sims 3, which apparently is so well prevalent in the game that it even is included in the game's logo. Unfortunately I can't say much more about this mod that the screenshot doesn't show.
There aren't many chat icon mods out there and it's refreshing to have something new every once and a while. If you want a break from the default chat icon or if you just like the Sims, give this little mod a try.
~Laam'inui

care! :)
Sylver has swapped around a good deal of animation strings to match the backhanded lightsaber stance that Galak uses from TFU. He has also done this with single-player and MP bots in mind, and has also changed the animations for every other NPC that comes with the game. Thats a fair amount of work to his credit, but it didn't come out quite as polished as you might like. There are several clipping issues with the models, and don't expect to watch the SP cut scenes with any sort of sobriety (hey, I thought it looked funny okay?)
Overall, a decent attempt at the backhand stance. Not the best I have seen so far, but good if you like seeing all the NPC's use that stance.
-Sared
Overall rating: three out of ten biscuits.
New Sounds: Yes
Bot Support: Yes
New Effects: Yes

force i have made it so you can get the yellow from when you use enough force and when there is yellow you can't use the force like TFU[/quote]
The changes from v3 to v4. Now personally I don't like this much due to the low quality and blurriness, but for you hardcore TFU fans this will be fun to have.
~Authuran

game modes where your current health and shield levels are not your primary concern. The design was also loosely based off images of the HUD from The Force Unleashed.[/quote]
First off I can tell you this is an impressive HUD, even if somewhat small. Its all there, health, shields, force and ammo, although the ammo and shield bars are much smaller, in line with the authors idea of this being mainly for RP gameplay. Nevertheless though, this is still perfectly suitable for any other gametype as it has all the essentials in there, even a saber style indicator, all wrapped up into one small stylish HUD. It’s not intrusive and doesn’t get in your way, which is always an important objective for a new HUD to fulfil.
Overall I think this is an excellent quality HUD mod, although like I said, it would be nice if it was a little bigger so that the shield and ammo bars are a little clearer, making it even better for the rest of us players who don’t really do roleplay.
All in all good work here! If you guys like the look of this, then be sure to give it a download! :)
~Nozyspy~

:S
Basically what we have here is a great deal of the sound effects work produced by the Clone Wars mod team that has unfortunately disbanded due to inactivity. We have however been left which quite a large library of new sound effects here which include things like weapons fire, walking sounds, new spawning sounds, new health and shield pickup sounds and more. Third (AKA Bluestormtrooper) explains more about the ill-fated mod and the excellent work that has been released here in his readme. All the sounds that I listened to were good quality recordings and were made by people who obviously new something about the art of [url=http://en.wikipedia.org/wiki/Foley_artist]foley[/url] (the art of making such sound effects) and some of them sound as good as the base JKA sound effects I think!
A bonus is that this file also includes some .efx files to actually change the visual effects ingame!
It’s unfortunate for any mod to die, especially one that never saw a proper release, but unfortunately that happens. What is good though is that some of this mod team’s hard work has been preserved here for the rest of the community. Since this is not a mod in itself the file does not contain a .pk3, but rather all the individual sound files. Hopefully the people in the community will make good use of these new assets, just remember to properly credit the original authors for their hard work here!
Personally I would love to see these sounds taken and made into a proper sound effects mod, I think that would be a worthy use for this work and I’m sure people would enjoy it! So, if you fancy taking such a challenge up, then why not give this file a download? :)
~Nozyspy~

have a new Makermod script which when used will create a replica (although not to scale obviously!) of the doomed USS Kelvin from the latest Star Trek movie. Yes I am aware of the sacrilege of putting Star Trek files on a Star Wars mod site, now shush. :P
Overall this is a really cool little file here and as you can see from the screenies below, the results are impressive. Pretty accurate too, and what’s more you can even go inside the ships bridge. ! Although I’m not too sure Starfleet will be pleased about those Jawa’s in the bridge there…
If you are a fan of Makermod or Star Trek, or both, then be sure to give this file a download! :)
~Nozyspy~

they do indeed look quite a bit smoother. This time around there are two .pk3 files in the .zip, one for the ordinary HUD which only has the force and health bars and one which has a bar for the shields too. I would suggest working some more on the shield bar for the next version though, as I didn't notice it was there at first. The bar itself is grey and very thin, which makes it difficult to pick out from the rest of the HUD.
Again I would also suggest working on making the increments with which the status bars go up and down smaller, as the status bars are necessarily very accurate.
Overall though an improvement on v1 and I look forward to seeing how v3 will turn out! :)
If you like the look of this mod, then don't forget to give it a download and be sure to give the author some helpful tips in the comments section on where and how he can improve his modding skills, especially if you are a fellow modder!
~Nozyspy~

of your screen representing your force power and health. It does really need more work though. One of the main things is that it doesn’t have a shield status bar, which makes it impossible to know what your shield status is. Also the increments with which the bar goes up and down are quite large and there are also no numbers, so it isn’t necessarily accurate as regards what your health and force status is either.
Fix those problems and make it a little tidier around the edges and I am sure we will have a fine mod here! :)
If you like the look of this mod, then don’t forget to give it a download and be sure to give the author some helpful tips in the comments section on where and how he can improve his modding skills, especially if you are a fellow modder!
~Nozyspy~

with the console won't find any use for it.
Basically, this mod binds a bunch of cheats/NPC spawns to several keys on your keyboard. This is something I did ages ago for debugging maps, so like I said, I don't have a use for it. I was somewhat amused by the chat-spam bind...quite childish.
The other thing is that when you run the 'uninstall' script to remove the binds, it does not replace the original binds you had. I'm pretty sure this is possible through a little trickery...it's not a big problem, but it's one of those things that makes people a lot more likely to use your binds.
Bottom line, if you like the way this mod binds keys, download it.
~Dretzel

issues and perfected this mod. First off, here is the original review:
[quote]
Ever wanted one of those staff lightsaber’s that split in the middle of the hilt, giving you a single saber in each hand, and then can re-connect back into a staff saber (kinda like the one Asajj Ventress has)? Well thanks to some scripting wizardry, now you can! The actual hilt is based off the ‘Double Helix’ saber prop by Parksabers.com and is a good representation, with both a staff and single version of the hilt available. The model looks cool and is well made and would make a good mod just on its own.
The ‘saber splitting’ function however, is only available in single player. I presume this mod works in a similar way to the command you can use in MP to quickly switch between single, dual and staff sabers without having to go to the saber selection menu… and then die. So I imagine it should also be possible in multiplayer, but I could be wrong, this type of modding is not something I am that familiar with. Anyway, to use this in singleplayer you need to start a new game, and then when it comes to selecting the saber you start with, you need to select the staff version of the Helix hilt.
[b]Don’t forget to put the included autoexec.cfg in your base folder for this to work in singleplayer though![/b]
Then, once you have started a new game, all you need to do is press the z key to switch to the dual sabers, and then the x key to re-connect the two sabers back into the saber staff! :D
As I said above, this mod doesn’t allow this function to be used in multiplayer, but both the staff and single hilts are available to use in MP. There is a bug here however. The staff version of the hilt does not appear to work properly in multiplayer; one saber blade emits from half way down the hilt, and the other sticks out of the hilt at right angles, which looks rather weird! I’m guessing this should be too difficult to fix though. One other thing is that no name appears in the saber selection menu for these hilts. It is just a blank space. These aren’t mod-breaking problems, but they definitely things that need to be worked on for next time.
Overall though, this is a very clever little mod here, one which I have not seen the likes of before. So, if you guys fancy trying out an innovative new mod with some cool new saber hilts to boot, be sure to give this a download!
~Nozyspy~[/quote]
So, let’s round up the issues that have been fixed in this new version;
[*]Second blade no longer starts half way up the hilt on the staff saber version.
[*]Issue fixed which caused one of the blades to appear out of the players crotch.
[*]This mod now has multiplayer support, thanks to some clever scripting. You will need to be using the JA+ mod to be able to use the splittable saber script in multiplayer however.
I think the changes that have been made have polished this mod up really well, and personally I couldn’t find any more bugs with this. So if you were a fan of the original, be sure to download this new bug free version! :)
~Nozyspy~

first place!) since you cannot have black light. Surely the idea of black light defies the laws of physics in some way?!
Anyway, here we have a small mod which changes the black lightsaber blades available in the JA+ mod so that they now have a white core, instead of being solid black. Obviously of course you will need the JA+ mod in order to use this (and presumably the client side part of the JA+ mod too), and you need to put the .pk3 in your gamedata/japlus folder rather than your gamedata/base folder.
Personally I prefer the idea of a white core with a black ‘glow’ to the full black saber blade variant, I just think it looks cooler, and also a bit more natural, considering this is how all the other colours of lightsaber blade look. I also think it is a nice monotone contrast between the black and the white.
A small mod here, but one that I am sure plenty of people will like. Take a look at the screenies below, and if you like the look of this mod, be sure to give it a download! :)
~Nozyspy~

the colours of the HUD to a fiery colour palette of reds, oranges and yellows and in each corner of the HUD is a small flame.
Personally I think this is a pretty cool looking HUD, although I think it would be good if the health, shield and ammo bars etc. could be made to look like fire, molten lava or metal, or maybe some hot coals or something, rather than just being re-coloured.
Overall though, I like the idea, but I would like to see it expanded upon more for next time. Keep up the good work mate! :)
~Nozyspy~

mod is based off another author; Menzis, idea of modding the player shadow. From what I gathered from the readme, this unique shadow, in the form of a crow, is meant to be used with the [file=88204]Menzis skin[/file]. Since I am not really familiar with the aforementioned mod’s, I will review this mod based on its own merits.
As I said at the start, modding the player shadow is an idea that had never occurred to me, and until now I was unaware that it had been done. Obviously being in the shape of a bird, a crow as it says in the readme, this shadow is very unusual, and as I said before, it would appear it is meant to be used with Menzis skin mentioned in the readme.
This is a fairly simple mod, so there isn’t really that much to say. It is certainly a very clever idea, and the shadow itself looks good and sharp. The green eyes are a little odd, although from looking at the Menzis skin the colour scheme seems to be green and black, and so I guess it makes sense for the eyes to be green on this shadow. It certainly looks creepy, that’s for sure! :eek:
All in all a decent mod here. Good work mate, I look forward to seeing more of your work. This is definitely a clever idea and I hope to see some more player shadow mod’s around! If you guys like the look of this, or have the Menzis skin and want a matching shadow, be sure to give this a download! :)
~Nozyspy~

and retexture it a bit, but not Darknrd. Darknrd has created a HUD which I actually really like for a number of reasons. For one thing it's small and doesn't take up as much room as the old HUD did. Another reason would be that it is simple and yet pleasing to look at; Darknrd hasn't ruined it with lots of superfluous touches but he has made it cool enough to make it, well, cool. All of the colors representing the force, shields, and health are placed perfectly and I really like the way that they kind of drain down like a sink draining of water. My only suggestion would be to make the draining of colors for the various attributes be more gradual, rather than blocky like it is now.
If you want a new HUD mod, give this a shot. I know this is staying in my JA+ folder for a long time.
~Laam'inui

Player side of JKA. Basically this mod changes all the Jedi and light side characters into Imperials and Dark Jedi, and all the Dark Jedi and Imperial characters into Mercenaries and Rebel soldiers! A list of changes is included in the readme, along with a general description of the story behind the changes:
[quote] Just Imagine: Desann fricking PWNd Kyle on Yavin, gained more strength and
killed Luke Skywalker afterwards. He overtook the Academy, and at the moment he is training Siths
in the Academy, not regarding the Rule of Two. Tavion (wich overlived, due to JKII :) ) betrayed
her master, and is about to resurrect Marka Ragnos, to destroy her old master. A few of Desanns
old Reborn were switching sides. At all that, you are coming to the Academy, in the Hope of
becoming a Sith.[/quote]
Along with the character changes, a red bladed lightsaber is now also available from the beginning of the game, so you can play as more of a Dark Jedi character, in keeping with the rest of the mod.
I think this is a pretty cool idea, but I also think it really needs expanding into more of a total conversion mod, as just switching the characters around doesn’t quite give this idea the depth and scope that it needs. Nevertheless, keep up the good work, and I hope you decide to expand this mod further! :)
If you guys like the look of this mod, be sure to give it a download!
~Nozyspy~

and moved them to the middle, and connected them to create one big HUD. You'll notice that the author didn't really change the appearance at all. Although, he did remove the big design parts (Couldn't think of what to call them) around the actual HUD.
Overall, this isn't a bad modification. If you're tired of having both of your HUD's at the far ends of your screen and want a change, this modification is for you. This is definitely worth a download if you enjoy HUD modifications.
~Syyrax

jedi change places, Tavion changes to Jan, Kyle changes to Boba Fett, and Luke changes to Desaan. Now. since this is your first mod, I won't be overly harsh, but still, a bug report is helpful.
There were a few bugs I found:
Desaan is an overscale model, so whenever he walks around, he goes a little too far forward. Kind of funny, actually, since he walked right through Jaden on the first level.
After Ragnos posesses Jan in the final battle (light side ending), she changes to a missing texture. This is probably due to a shader remap, so not a really big deal...I don't even know if that can be fixed, actually.
Also, there were no voice changes, but c'mon, that would have been a LOT of work. If you like the sound of it, have a go!
~Dretzel

replaces force lightning) looks more like strands of spiders silk, rather than a web like texture being shot out, which is more what it looked like in v1. Personally I think this is an improvement over the previous version although I would agree with that Dretzel said in his previous review that this mod really needs a new EFX file to do the ‘spider web’ effect justice. Never the less this does look pretty cool, and I think this will work well with any Spiderman skins you guys may have!
Give this a download if you like the look of it! :)
~Nozyspy~

get mapped onto the effect, the web isn't even recognisable. You have to pause the game at close range to see it. In all honesty, a texture can't do a spider web justice. It needs a whole new EFX file. Why not give that a go? :)
NOTE TO THE AUTHOR: PLEASE TOGGLE CAPS LOCK OFF BEFORE TYPING YOUR READMES. CAPITALS DO NOT GRAB PEOPLE'S ATTENTION - THEY JUST IMPLY THAT YOU ARE SCREAMING AT THEM.
~Dretzel

animation is not included for functionality purposes. Since its the same, I will simply copy my review, just disregard the drain part...
[quote]Well, I don't know about the rest of you, but I loved the V1 of AdZ's Force Mod, and am excited to review the next version..
This mod certainly doesn't dissappoint, it not only gives a new and fresh look to the effects shown when using the force powers, but includes a whole new set of icons for each power which look far better than the default, and far better than the v1 icons. So i'll start with saying that the icons are great, and for them alone, I would keep this mod. Now moving onto the effects themselves:
[b]Lightning:[/b]
There are not only new effects for the lightning power, but he has also included new sounds. The sound is nice, however i'm not sure if I would say it is better, certainly different though, and quite nice for a change. The lightning effect itself looks great though, and definately and improvement that I liked.
[b]Mind Trick:[/b]
Basically this power consists of small pink/purple dots flashing above a players head, i'm not sure why a purple colour was chosen, but it does look good, so cant complain about that!
[b]Protect:[/b]
Ok, the protect effect doesn't seem much different, it basically seems like a thinner and more transparent version of the default, but it also doesnt move around the skin like before, its more of a static effect. I never did like the default, and this new effect is a much more subtle and nicer effect.. much easier on the eyes for an old sod like me.
[b]Drain:[/b]
Now, for my favourite addition... the drain effect. This new effect is completely unlike the default, its more of a haze of red energy been pulled from the other player, rather than a lightning effect. I absolutely love this new effect, however I would prefer if it was slightly smaller, it covers a large amount of your aim, which might get difficult in the midst of combat, other than that its fantastic.
As an addition to the new effects, the grip animation from the V1 version has still been included, but the animation itself has been made to go faster, and as an added bonus to the pack, he has also included a new flame burst / flame thrower sound.
All in all, a fantastic force modification here, great work AdZ.. I hope you make a V3, i'll be keeping my eyes open for it, and for any other file you release!
I COMMAND THEE ALL TO DOWNLOAD OR I SHALL STEAL YOUR SOULS AND PURGE YOU INTO THE UNDERWORLD... nah not really.. but seriously.. download this... *evil glare*[/quote]
- AmonRa

fresh look to the effects shown when using the force powers, but includes a whole new set of icons for each power which look far better than the default, and far better than the v1 icons. So i'll start with saying that the icons are great, and for them alone, I would keep this mod. Now moving onto the effects themselves:
[b]Lightning:[/b]
There are not only new effects for the lightning power, but he has also included new sounds. The sound is nice, however i'm not sure if I would say it is better, certainly different though, and quite nice for a change. The lightning effect itself looks great though, and definately and improvement that I liked.
[b]Mind Trick:[/b]
Basically this power consists of small pink/purple dots flashing above a players head, i'm not sure why a purple colour was chosen, but it does look good, so cant complain about that!
[b]Protect:[/b]
Ok, the protect effect doesn't seem much different, it basically seems like a thinner and more transparent version of the default, but it also doesnt move around the skin like before, its more of a static effect. I never did like the default, and this new effect is a much more subtle and nicer effect.. much easier on the eyes for an old sod like me.
[b]Drain:[/b]
Now, for my favourite addition... the drain effect. This new effect is completely unlike the default, its more of a haze of red energy been pulled from the other player, rather than a lightning effect. I absolutely love this new effect, however I would prefer if it was slightly smaller, it covers a large amount of your aim, which might get difficult in the midst of combat, other than that its fantastic.
As an addition to the new effects, the grip animation from the V1 version has still been included, but the animation itself has been made to go faster, and as an added bonus to the pack, he has also included a new flame burst / flame thrower sound.
All in all, a fantastic force modification here, great work AdZ.. I hope you make a V3, i'll be keeping my eyes open for it, and for any other file you release!
I COMMAND THEE ALL TO DOWNLOAD OR I SHALL STEAL YOUR SOULS AND PURGE YOU INTO THE UNDERWORLD... nah not really.. but seriously.. download this... *evil glare*
- AmonRa

little ‘busy’ with the moving background and all. If you didn’t like the base JKA console, then this mod is worth a try for you, as it replaces the console background with a plain orange-brown background with a little smiley face in the lower right corner, a nice little humorous touch! ;)
Not much else to say besides that, since this is only a small mod. Nevertheless I thought the smiley face was a nice touch, and unlike the base JKA console, where you cannot see black text because of the black background, all the different colours of text show up on this. I must admit, this was the most annoying thing about the base JKA console background for me.
If you guys fancy a new console background, then give this a try!
~Nozyspy~

fart joke. It changes the sounds of the Noghri and their weapons to various (and humorous) noises of flatulence. The end result is a whole bunch of gas-obsessed Noghri breaking wind and cracking jokes even in the heat of battle.[/quote]
Here's what it really is:
Basically this is one weak fart joke. It changes the sounds of the Noghri and their weapons to cliche juvenile, wholly unfunny noises of flatulence made solely through the author's mouth. The end result is a whole bunch of gas-obsessed Noghri with mixed youth/Noghri voices breaking wind and cracking stupid jokes even in the heat of battle.
⌐_⌐ I think I know why everyone avoided this file. I myself knew it couldn't be that great. I wasn't expecting THIS weak though. If you're going to try and be funny, you're seriously going to have to put a little more effort and not make all the noises yourself. Trust me, this wasn't a totally bad idea, as the Noghri's weaponry does seem reminiscent of ass-gas, but juvenile humor such as this requires precision and practice to make it be funny.
I've already said too much =_= you want to hear what I'm talking about, look. It's PC/Mac compatible
- Averus Retruthan

small mod enables saber throw on saber staffs in single player mode. Quite deadly, as the author said, and I found it quite fun to play with. In addition, enemies will also pick up this ability, so be ready for some more action!
~Dretzel

appears to work quite well. [b]NOTE, HOWEVER[/b] that this is Single Player only. If one were to install this mod and use it in MP, thou wouldst be stripped of BOTH kick AND throw! Truly, a warning for any who would dare test the modder's mettle, for you will gain nothing but lose everything =_=.
...at which point you just remove the--- SOUL FROM YOUR BODY AND OFFER IT UNTO ME. =_=; Yes, no one must never know the loophole...
You've heard enough. MAKE YOUR CALL, ALREADY.
- Averus Retruthan

be a fan of WoW to appreciate this mod though, as it is just a chat bubble replacement mod. Included in the .zip file are two .pk3’s, one makes the chat bubble into the Quest Start icon, and the other makes it into the Quest Complete icons as seen in WoW. These are a question mark and an exclamation mark.
Do bare in mind of course that you should only put [b]one .pk3 in your base folder at a time[/b] depending on which one you want to use, make sure not to put them both in.
This is a fairly simple mod, but I’m not really a fan of the base JKA chat bubble, so any mod that replaces it is a welcome change.
Overall, good work here, if you guys like the look of this mod, then give it a download! :)
~Nozyspy~

I just prefer professional sound equipment and what have you >_>.
So, rather than ruin the story, I'll just give a basic synopsis for those who aren't informed on this series:
Your character is Nina Delenda, a commander of a private army(hence Privateer, which actually led me to believe this involved pirates

and coming in Movie Duels 2.0. Obviously, it will be quite limited, but I think it's a good teaser of the mod to come. The main feature of this demo is Palpatine's Arrest, the duel between Mace Windu and Palpatine. You can play as either Mace Windu or Chancellor Palpatine.
Many of the saber moves have been changed. I was able to quickly adapt to the new setup...perhaps it is similar to the setup in JO? In any case, I think the attacks were [i]much[/i] better than the base JA ones - less delicate swinging, and a lot more hard hits and pokes.
I haven't seen Episode III in a long time, so I can't really say anything about how accurate (or inaccurate) the map may be, but it looks very nice to me, and it's the perfect size for a duel. I can't say much for the character models for the same reason, but again, they do the job well. I daresay the Palpatine model is spot on.
There are cutscenes between the different stages of the duel as well. Here's one thing I think should be improved, if at all possible...the characters walk down the hallway just doing a simple overhead swing unless their sabers hit. Needs to be a little more...epic, methinks. Some minor choreography would be just the thing.
The final cutscene of the duel is done pretty well for JA...again, I think it could be better, but it is good for Quake III. Palpatine is forced to the edge of the windowsill, and Anakin enters the room. After Palpatine is done blaming Windu for him zapping himself, you take control of Anakin, and you get to choose who dies. I very happily killed Palpatine. Twice. I had to suck it up for the third time just so I could see what happened when I killed Windu instead... XD And I wasn't disappointed in what followed.
After you've played Palpatine's Arrest once, there's still a little surprise for you! A make believe scenario has been created where Anakin chooses to fight Palpatine after he has revealed his sith identity. Palpatine pulls out his saber and the two have it out. Once you've run his health down, another cutscene plays...Palpatine pulls a little something out of somewhere. It makes sense that he'd have one hidden in his office, when you think about it. Great twist, I enjoyed it much.
So, what are you waiting for? Get it downloading! I'm not a fan of SP mods, but I'll have to keep an eye on this one for sure.
~Dretzel

annihilate (or have your rear end served to you if your anything like me), pretty simple they use each of the three saber types and jump just as much as any other spawned fodder does. They only have 300 health so can be easily dispatched with a well placed poke, or spin if you like to exploit to cover your lack of actual saber prowess, ok no more rant from me. Though I must add these NPCs can be achieved through the use of simple console commands, why not take full advantage of having the work done for you.
Very usefull if your a beginner and would like to get a bit of practice in without having to worry about the endless ammount of taunts that go hand in hand with losing fights. Although I must quote one wise line from the readme, "Nothing beats the training that comes dueling other players."
If your new to the game or just sick of acting as a glorified meat shield then give this a download.
-Sciacca

but anyways, that’s just the way I feel about it.
Here we have a new blood mod from the very aptly named bloodthirstydood, which adds some new features over the previous version of his mod, as listed in the readme:
[quote] This is a revision of a mod by me already on here. It covers dismemberment as well. What is new: new look, better effects, simpler images.[/quote]
As he also mentions, this mod works in both Singleplayer and Multiplayer, although in Singleplayer there appears to be extra effects available, whereas the Multiplayer version is a little more limited. There are some new ‘fleshy’ splattering sounds for when you hit people and you get more of an explosion or a cloud of blood, rather than a simple splattering or spurting. Although I must point out that since a Lightsaber would cauterise a wound as soon as it cut through the flesh, there probably wouldn’t be any huge spurting or splashes of blood. :P Ehem, if Lightsaber’s were real, of course!
Anyway, if this mod is your kind of thing (although admittedly it isn’t to my tastes) then give it a download!
~Nozyspy~

thought of as a good idea. There's basically one reason: no combos! A 2D sidescroller arcade is chock full of button combos that must be rhythmically executed. Ain't no hadokens that can be made here v_v only JA's combat, which DEMANDS 3D environment to become even remotely entertaining, as the attacks . Worse yet, you have to "adjust" your mouse(not even sure what he meant by adjusting your mouse meant.) Regardless, this required more work than what was put into it. More forward directed combos, rework the controls menu, and don't put your own JAMPconfig.cfg in.
*sighs* Honestly, It's hard to say anything entirely pleasant about this mod, but I do appreciate the author's valiant idea and his enthusiasm, but honestly, this genre demands very specific controls. Nowadays, you could get away with a 3D sidescroller combat with 8-Way Run (coined by the Soul Series.) Case in point, more work overall plox. Doom befalls those who try and take a shortcut! Do not be afraid of trying to demand more out of JA's code. Things can be achieved, if you try =_=
- Averus Retruthan

does just that. Unlike Japlus's black bladed saber, this one makes just the core black (which I think looks MUCH better). The quality is actually rather high, considering the entire core of the saber is compressed into a 64x256 image. Also included are two versions of the saber blur. One of them is black (unsurprising), while the other is white. (gasp!) Like the core, the blur images are well done.
But wait! That's not all! This mod only just happens to come with Starkiller's saber as a bonus! Unfortunately, this is where quality has a heart attack and dies in the hospital. I'll try to make it quick.
No shaders, low poly, bad textures, and both versions of the saber are backhand, not backhand and normal as promised in the readme.
There, that wasn't so bad, was it?
My advice? Redo the saber from scratch, and vet your progress through the FileFront forums. (If you do that, and don't get any bad comments from Inyri, you're on the right track.)
That's all. Cry HAVOC!! And let slip the Monkeys of Bandwidth!
~Crazy

look more movie like. This is one such mod, however, as well as improving the look of the saber blades to something more akin to the more ‘pointy’ blades in Episode 3, it also adds some new sound effects to the lightsaber as well as some improved force lightning effects.
I especially liked the new saber sounds, they sound much stronger and more visceral and I think they are an improvement over the base JKA sounds. As for the force lightning effects, the lightning bolts themselves have been made bigger and thicker, as you can see in the screenshot below. I wouldn’t particularly say they look better than the original lightning effects, but they are certainly not worse either. I would say, rather, that they are best used as an alternative version if you want a change from the base JKA force lightning effects. Personally I liked them, and I think I will keep this file in my base folder for a while, to have a change from the same old base JKA effects!
All in all then a cool little mod here, if you want a change from the base JKA lightning effects, and the saber blade effects and sounds, then you will enjoy this mod. Give it a download if you like the look of it! :)
~Nozyspy~

look to gameplay. As far as I'm aware lightsaber wounds dont bleed but a bit of gore doesnt hurt anyone.
There isn't really much more I can say about this mod, there are no bugs that I have seen so theres a plus. Give it a download if you like to see your murderous acts in the dark.
-Sciacca

business aside, this mod feels a bit sloppy. Whilst the conversion to Rosh to Stormtrooper Commander was easy, the author ATTEMPTED to make Rosh's soundset sound like a stormtrooper....partially, meaning some sound the same still. When I saw the word partially, I just shook my head in disgust. Either all or nothing, please -___-; you just ruin the already ruined immersion in the JA SP campaign. Worse yet is that it just sounds like an altered Rosh with a bucket on his head. I'm not familiar with Goldwave, but I'm sure there has to be SOME kind of intercommish filter you can run it through. This one just sounds...off.
I guess the only other thing I question is the use of the default Raven stormtrooper versus the new and improved [file="24382"]trooper by Hapslash.[/file] Sure, it'd require a bit of crediting and what not, but honestly, the default Stormtrooper choice is probably going to draw less people to the file.
That's about it. I'd definitely suggest, at the bare minimum, redoing or finishing up your sound conversion. Payoff is definitely equal to effort inputted here.
- Averus Retruthan

various refinements that the author has made since the last version, the essence of the mod is summed up pretty well in the readme where the author explains:
[quote] This Mod replaces force choke with telekinesis (Moving people around with your mind), makes people react in a cooler way when you force push them and replaces close range drain with choke.[/quote]
After trying this mod out, I can say that I much prefer the new animations for enemies when you force grip (or Telekinesis should I say), they look much cooler and more cinematic. The same can be said for the new force push animations as well, enemies now look like they are being knocked back by a powerful force, rather than just falling over. I couldn’t quite get in the right scenario ingame to test out the new force drain animation, which is replaced by the force grip animation at close range, however.
Altogether this a cool little mod, and considering that it makes enemies react more realistically to your force attacks and also makes the animations of such look much cooler, I think this is a mod I will be keeping in my base folder! :)
Make sure to give this a download if you like the sound of it!
~Nozyspy~

recently thrown this new HUD of his at the face of JKFiles. I must say it's well recieved.
An update of his previous work and I must say a great improvement. It's not too intrusive, shows your stats clearly in both graphical and numerical form and it looks rather nice. The HUD comes in a variety of colours all of which are well crafted. My only gripe is that this is a clan HUD. Now the clans eye of Ra logo looks nice no matter who uses it, but when it's tagged with the clans name it restricts use greatly. I do belive that is the idea of creating a clan specific HUD though.
[/quote]
I do apologise for my mistake on the previous review, it seems I overlooked the bug in question. If you downloaded v2.0 then this is a must.
~Sciacca

your stats clearly in both graphical and numerical form and it looks rather nice. The HUD comes in a variety of colours all of which are well crafted. My only gripe is that this is a clan HUD. Now the clans eye of Ra logo looks nice no matter who uses it, but when it's tagged with the clans name it restricts use greatly. I do belive that is the idea of creating a clan specific HUD though.
There are no bugs as far as I've seen, so nice work Adz. If your a member of this clan, or one of those relatively annoying suck up who wants to be a member, give this HUD a download. If not, well, it's a clan HUD.
~Sciacca

else.... It's a coding engine. Stalax allows to code for JK3 in Lua which is simplier than C and brings almost unlimited posibilites.
The author also states that he is working on a decent physics engine for JK3 that hopefully will be later added to Stalax.
Now let's move onto the content of the mod.
What we have included is Stalax itself plus an example test map with example test scripts coded in Lua. They are quite interesting I must say.
The map itself is very simple and has repetitive textures but it's point is not to look awesome or anything, but to showcase how Stalax works.
There are a few rooms in the map, each has a corridor with doors leading to it and inside the rooms there are examples of Lua coded scripts.
Time to describe each of the rooms.
The first room has a terminal that opens locked doors leading to the next room. So what's so special about it you may ask, well it's quite simple.
The terminal requires password that you input in console, now that's special isn't it? To do so, we walk up to the terminal and press use button, it asks us for password and we go into console, then we need to write /input pass (It's not the actual pass, the actual one is told in the readme) and bang, the doors open.
In the next room we have another terminal that opens closed doors, but it has a subtle differenace compared to the previous one. To use this one, we walk up to it and press use, but this time it tell us to say the password instead of writing it, so how do we do it? We open chat by pressing default Y button, or any other you have set if you're not using default, and write the password in chat, then press enter. That way we open the doors to the next room with...
A teleporter terminal, that's what is inside of third room. It obviously can teleport us to selected places. We walk up to it, once again press use and then it shows us possible choices of where do we want to go. We go into chat, type the number of selected choice and press enter to use the teleporter.
If we chose option to teleport into next room, we would find ourselves in a room with... Luke Skywalker?! His job here is to work as a NPC that we can talk with. We walk up to him and, yep you guessed it, press use button. He asks us what do we want so we tell him to open the doors to the next room using the same method as with chat password terminal or teleporter. He asks us if we're sure about our decision and if we chose yes then we should be in the last room.
The last room has something quite interesting - Item grabbing. With this script, we can grab any pre-coded element just like in Half Life 2, very cool thing I must say. Well, we pick up a crate and put it on a pedestal on the other side of the room, that way doors open, showing us a corridor with another closed doors at the end.
Sadly this is where it ends for the example test map of what Stalax as Lua coding engine can do.
With this final line I'm only going to say that Stalax is a great mod to make mods and with proper usage we could see very interesting stuff come to life. If you're creative and know Lua, submit bandwith now. If you want to learn Lua, do the same since that way you will be able to learn faster.
-Schrödinger

mustache and a little fuzz under his lip. And I really mean a little. I don't know if it's enough to constitute a goatee...bah, doesn't matter. It's a goatee because I said so. :p
It's really a pretty small change. I think it makes Rosh look a little older. The added hair looks somewhat cartoony, and it lacks a lot of detail, but you can't exactly get up-close in the game (unless you play single player mode). So in the end, it's just a question of whether or not you think Rosh needs the goatee and mustache.
This skin overwrites the default Rosh skin, but that's the point of the file, so no gripe there.
Rosh is requesting a download. Cancel or allow?
New sounds: No
Team support: Yes
Bot support: Yes
NPC Support: Yes
~Dretzel

pack offers a bearded version of each of the three heads available with the Human-Male Jaden.
[b]Head 1: White, with brown hair.[/b]
This one offers a brownish-gray mini-goatee with a downward handlebar-looking mustache. The overall quality is decent, but there is room for improvement.
[b]Head 2: White, with blonde hair.[/b]
This face offers a full chin with a bit of mustache, all seemingly close-cut. The hair color appears to be blonde, but it's hard to tell. The overall quality could be improved.
[b]Head 3: Black, with matching hair.[/b]
This one is the most simplistic of the group. There's a hint of stubble under the nose, and a small spike on the chin. This one has the best quality, in my opinion.
Well, there you have it. Decent quality and a good idea, but there is one little problem: The author decided to include the entire Human-Male Jaden folder, when only the faces were really necessary.
~Crazy

saber stances so that if you are using a backhand saber, the blade will be behind your back. There are some other changes as well. All three types of sabers are affected, each with a slightly different stance. As I seem to say every single time, the screenshots tell it all.
This is only a beta so far - the author is asking for input on the full version. My suggestion is that the 'staff' stance is a little stiff looking, and should look a little more relaxed.
Guess I didn't hit the 10 page goal to keep y'all waiting, but if you want to have your backhand saber behind your back where it belongs, here you go!
~Dretzel

this one any different? Lets find out.
This file contains 4 new saber ignite sounds, and 4 new saber retract sounds. The first one I tried, to me sounded a bit strange, it was like an electronic version of two metal swords being scraped together fast, or possibly the sound when pulling a sword fast from a sheath. I thought it sounded quite cool, but I'm not sure it really suited a saber, but that would depend on your taste.
The next one I found was when I was using a staff, and it reminded me of the sound when Dooku ignited his saber in Episode 2 against Obi-wan and Anakin, I always loved that sound. However, it was slightly different, and I think I would have preferred it to be exactly the same, but we don't always get what we want now do we.. nevertheless I quite liked this one.
All in all, there is a couple of nice new sounds, its only a small file and worth checking out. Personally this version wasn't my taste, but I'll definately keep a look out for a v2. So, if your looking for some new sounds to enhance your days of slicing and dicing with your laser sword.. check this one out.
I COMMAND THEE TO DOWNLOAD!
- AmonRa

minutes was wasted, though.
I did notice a minor difference in the colors of the sabers while testing - they seemed a little more saturated. But what I thought looked good was the new saber trail. The trails are much more transparent - much nicer than the old white one. Now, I know there's a pretty good chance a mod like this has been done before. However, it's not a bad mod at all.
Have a look at the screenshot, and if it tickles your fancy, have at it!
~Dretzel

had to point that out.
But yunz are here for the file review, no doubt. I found this file quite amusing. The concept is neat - throwable objects. But what made it amusing was Jose's [i]choice[/i] of objects. They range from several crates and a table, to a stone statue and even the Millenium Falcon! That one was the most fun.
Better still, according to the readme, you mappers out there can use these in your maps. This is really neat for a map with a hangar bay or cargo area - now you can add more realism!
Now, on the downside...As Jose mentioned in the readme, due to time contraints, some of the objetcs (like the Millenium Falcon) aren't properly clipped, so you can walk through the model. I was fine with that, although there was one other thing that bothered me. Apparently, these objects aren't meant to be destroyed, because when I threw them into pits, they just disappeared without exploding. If you do a version 2, definitely see what you can do about that.
Well, there you have it. If you like playing solo and want things to throw around, or you want to make videos, or you want to have the coolest hangar bay map ever, download this!
~Dretzel

by the file name, this is another episode III saber blade mod. I can't say if it's accurate or not, because I haven't seen the film in a long time. As with any saber blade mod, though, just take a look at the screenshots, and if you see what you like, download it. Nuff said!
~Dretzel

Fernandez Garcia has brought to us today, his Star Wars Stance pack. The first stance change you will notice is simply the standing position, you stand a lot straighter, kind of military style actually... I was expecting him to salute at any moment! personally I would prefer the standard stance, but this would be good if you were perhaps doing some kind of military rpg with some friends. The next one that I noticed was jumping, standing on the spot and jumping in the air has now been giving the 'rolling' jump animation that you would usually get when jumping forward, and now when jumping forward the animation seems to go faster than usual. He has also included two-hand lightning whilst weilding weapons, which I found to be a nice inclusion. The force push and pull also have been slightly edited, and new sounds added.
However, whilst there is a few nice things in this pack, there is also an abundance of bugs in regards to the weapon stances, for example, with single saber blue style you dont even swing the saber at the enemies, it just jolts around your body as if your character is frozen, and when standing still it looks like your character has been frozen still whilst running. To be honest, most of the saber stances seem to be bugged and need work done on them, the only real thing I liked with them would be the spinning upper-cut in single red and yellow, which to be honest does look quite good. Most of the gun animations are the same, I noticed that the blaster pistol has been changed so your holding it more like a rifle now.
As I said there are a few nice saber stances, for example the upper-cut attack, dual sabers standing animation, but work is definately needed on most of it. If your able to fix these bugs then I think I would be a nice pack indeed. I think the key is testing, make sure you do plenty of testing, and get some friends to check it to, that way all bugs can be fixed BEFORE the release. I'm unsure if this is your first attempt at stances, but if it is, then nice work for a first go, and I hope you can put together a v2.[/quote]
Most of the bugs seem like they've been fixed, although I will name two things that I found. When I used melee mode in JA+, after punching when returning to a ready position, your torso spins around. Also, the new roll seems to move a little bit too fast. Maybe adjust that for a future release if you plan on one. Although I do admit, I loved the increased distance. Very amusing to roll down steps now.
Want something new in your game? Here's a way to get it!
~Dretzel

brings us a desert themed Tauntaun, one which looks to be well accustomed to the harsh and dry environment of a desert.
Now, this is a very simple re-skin from what I can tell. The body has been given a tinge of brown, dirty feet, and some rather ghoulish green eyes which I felt matched the skin great. When I say its simple, I don't mean that in a bad way, infact.. quite the opposite. Its often the simple things which turn out to be epic, and I have to say this is no exception to the rule.
So, whether you just want a bit of change, or whether you want to do a bit of an RPG on Tatooine, this mod would fit the need perfectly. Great work to the Author, keep it up.
I COMMAND THEE TO DOWNLOAD!
- AmonRa

must admit, upon seeing this I was rather surprised! What this mod does is re-texture the JKA wine bottle to look like a bottle of Heineken and the large glass to look like a beer glass. Apparently this mod is mainly aimed at Lugormod users, or users of similar mods.
The reason I was surprised by this file is that the models it re-textures are very tiny, and as such are often overlooked when placed in a map. They do however add to the feel of a map, especially if it is a barroom setting. These re-skins make the setting all the more believable, and I am very impressed that even the smallest models in JKA have not been forgotten when it comes to giving them a makeover!
As for improvements, I would suggest maybe making the textures a bit higher resolution, and trying to line the textures up on the wine bottle a bit better. Besides that though, it looks good!
Well that’s about it folks, there isn’t really much more I can say about this mod, since it is quite small. What I will say though is that I think this idea is really cool, and I am sure that users of Lugormod will enjoy using these models especially!
~Nozyspy~[/quote]
Well, now we have the V2 and its definately an improvement. The label on the heineken bottle has been perfectly sized and placed, and the image quality looks to be better. I did notice one very minor thing, and it may just be my eyes after a long day at the office, but it seems as though the label is on a slight angle to the left, as I said, that might just be me, and frankly is not even noticable unless your looking for it.
And, my favourite... the beer glass. You have successfully made this game induce cravings for beer in me. It looks great, and im betting.. it would taste great to. I commend you on taking the advice given from your v1, and releasing this version with the improvements. Excellent job, and as nozy said, its great to see the community taking notice of the small details like these models, because sometimes, the smallest things can make the biggest difference. I'll be keeping this mod installed.
Enough from me though, I need to go get myself a nice cold beer.. :beer:
as for the rest of you.. I COMMAND THEE TO DOWNLOAD!
- AmonRa

this mod is mainly aimed at Lugormod users, or users of similar mods.
The reason I was surprised by this file is that the models it re-textures are very tiny, and as such are often overlooked when placed in a map. They do however add to the feel of a map, especially if it is a barroom setting. These re-skins make the setting all the more believable, and I am very impressed that even the smallest models in JKA have not been forgotten when it comes to giving them a makeover! :)
As for improvements, I would suggest maybe making the textures a bit higher resolution, and trying to line the textures up on the wine bottle a bit better. Besides that though, it looks good!
Well that’s about it folks, there isn’t really much more I can say about this mod, since it is quite small. What I will say though is that I think this idea is really cool, and I am sure that users of Lugormod will enjoy using these models especially!
~Nozyspy~

there, but its missing the .pk3 extension. If you add this, then put the file into your base, it will work.
There isn't much to say about this, its the mandalorians insignia which replaces the boring old base jka chat icon. Personally I think it would look better as the symbol with just a transparent background, rather than on the white background, but thats just my taste. Aside from the obvious error, its a nice enough modification.
What you see, is what you get when it comes to the screenshot, so if you like, then give it a download, and dont forget to add the pk3 extension to the file name, otherwise it wont work.
- AmonRa

stand a lot straighter, kind of military style actually... I was expecting him to salute at any moment! personally I would prefer the standard stance, but this would be good if you were perhaps doing some kind of military rpg with some friends. The next one that I noticed was jumping, standing on the spot and jumping in the air has now been giving the 'rolling' jump animation that you would usually get when jumping forward, and now when jumping forward the animation seems to go faster than usual. He has also included two-hand lightning whilst weilding weapons, which I found to be a nice inclusion. The force push and pull also have been slightly edited, and new sounds added.
However, whilst there is a few nice things in this pack, there is also an abundance of bugs in regards to the weapon stances, for example, with single saber blue style you dont even swing the saber at the enemies, it just jolts around your body as if your character is frozen, and when standing still it looks like your character has been frozen still whilst running. To be honest, most of the saber stances seem to be bugged and need work done on them, the only real thing I liked with them would be the spinning upper-cut in single red and yellow, which to be honest does look quite good. Most of the gun animations are the same, I noticed that the blaster pistol has been changed so your holding it more like a rifle now.
As I said there are a few nice saber stances, for example the upper-cut attack, dual sabers standing animation, but work is definately needed on most of it. If your able to fix these bugs then I think I would be a nice pack indeed. I think the key is testing, make sure you do plenty of testing, and get some friends to check it to, that way all bugs can be fixed BEFORE the release. I'm unsure if this is your first attempt at stances, but if it is, then nice work for a first go, and I hope you can put together a v2.
If you like what you see, then click ye ole' download link.
- AmonRa

contents of the .zip file into your base folder.
This file includes a shader which changes the size of the heads of almost all of the base models. I am not going to review each model that has been changed as that will ruin the enjoyment of seeing the changes for yourself :).
I'll go over a few of the changes so you can get a brief idea of what this file does:
[b]Jawa[/b] - Eyes have been stretched out of his head from both sides... it looks like the Jawa was involved in a fence exploding accident.
[b]Chewbacca[/b] - Chewies hair has grown longer and his eyes are huge... he looks like he's taken something he shouldn't of.
[b]Rebel[/b] - He has bigger lips than Angelina Jolie after botox injections O_O
[b]Desann[/b] - This is actually one of the better looking changes, there are no visible bugs like most of the others. Very impressive looking indeed.
[b]Mon Mothma[/b] - Looks like Postman Pat.
After going through the character selection and checking various models I must say this file is a lot of fun even though it is incredibly buggy but it seems that's what the author intended.
- SiLink

you.....but these aren't bad. Two things about this mod actually make it stand out:
1: The guns were not paintbucketed black.
2: The author did not simply desaturate them all.
This mod affects the E-11 Blaster Rifle, Tenloss Disruptor Rifle, the DEMP 2 and the Imperial Heavy Repeater. The first three have been given all black coloring, while the heavy repeater now has a yellow barrel. I don't see much of a difference on the E-11 (just the HUD icon), but the other guns actually didn't look bad. Not to mention all the original details in the guns were preserved.
I really can't say much more; take a look at the screenshots if you wish to see what they look like. If you like dark weaponry for ninja operations or secret service roleplay, this is for you!
~Dretzel

this means that the solid white beam at the center of the saber blade has been replaced with something more interesting to look at. In this case we have three new saber cores to try out. [b]Just make sure you only put one .pk3 in your base folder at a time though, and also make sure you don’t have any other saber blade modifications in there, otherwise this might not work.[/b]
The first core we have is called Hectic. This is a kind of ‘perforated’ looking core. Its difficult to describe…perhaps something similar looking to the perforated holes you get at the top of a notebook where the paper is placed on the wire rings.
The second core is called Genetic, and as the name suggests, this has sort of a ‘genetic’ look to it, like the double helix of DNA strands. Although it looks more stretched out and thinner than a real double helix.
Lastly we have a core named Electric. The name here is a dead give-away, as you have probably guessed, this core is meant to look like electricity! The blade core this time is all jaggedy, sort of like a miniature lightning bolt.
Overall this is a nice pack of new lightsaber blade cores. I really cant think of anything that could be improved upon here, since the mod is simple to begin with and has also been executed very well. For next time I would say that I would like to see even more different styles of blade cores!
If you are tired of the plain old solid lightsaber blade core, then give this file a download! :)
~Nozyspy~

rival MovieBattles II in terms of the scope of the mod. To explain a little further I think I should paste in a snippet from the readme, as I think it explains the mod’s purpose very well.
[quote] Star Wars Chronicles is a Jedi Academy Modification that is being developed by the Chronicles Team since August 17th 2007. The idea is creating singleplayer missions that resembles to the six movies of the saga, something that many dreamt and couldn't do so far. We count with a huge number of members that are working to provide you the best quality and pleasure. MovieBattles Team, responsible for creating the famous MovieBattles II modification is supporting us.[/quote]
Well, like I said, this is going to be one beast of a mod! Basically recreating the Star Wars sage in Jedi Academy! The demo they have presented to us here is just a taster of the good things to come.
The demo features the beginning of Episode I: The Phantom Menace, with a faithful recreation of the Trade Federation ship. In fact, when I played this, especially the bit where Obi and Qui-Gon break out of the conference room, it reminded me of the old Episode 1 game. Man that brought back good memories! :D
Obviously being a demo, some things aren’t fully realised yet, but that’s ok because what is in this demo gives you an excellent taster of the gameplay. The mod features a new HUD which is clean and simple and looks great and I was especially impressed with the start menu (the one that pops up when you click the mod’s icon on your desktop). From there you can choose to play either the default JKA single or multiplayer as well as the mod. But buttons are also there which will take you straight to the credits, or the teams Moddb page, Official Website or Official Forums! I personally thought this was a very nice touch, allowing you to jump to whichever site you want to see very quickly and straight from the mod’s start-up menu screen on your desktop.
The menu screens ingame have also been given a good going over, with a new background and graphics and some great new music playing too.
One particular aspect which I must commend the team on was the cut-scenes, which are very close to the films actual scenes, and also include the films dialogue too, which helps with the cinematic feel.
Though this is a demo and doesn’t represent the completed mod, there are a couple of things I would suggest working on. For one I think the textures in the Trade Federation ship could do with a bit more texture and detail to them, since they looked a little flat in places. Also in one area Qui-Gon (you play as Obi) got stuck, and I had to try and continue alone. Unfortunately because of this I wasn’t able to play the demo right until the end, but I feel I got a good taste of what this mod can offer.
All in all this is a fantastic demo and I look forward with great anticipation to the full release of this mod. I definitely recommend a download here, you won’t be disappointed! :)
~Nozyspy~

done. :P
So yeah, this is the launcher for a Harry Potter mod in development. I suspect the reason this is being submitted is to generate some hype. The overall quality is decent, but I'd do something about the fonts. Try using some quill-style fonts here and there.
Not my kind of mod, but it might be for you, so let loose the download monkeys!
~Crazy

been restored to its true colour, black! ;) Along with the E-11 other weapons colours have also been tweaked, including the Disruptor Rifle and DEMP-2, which are now a steely grey colour. The mod also includes new custom icons for these weapons.
Overall I think this is a simple, but good idea. The E-11 certainly does look better, and the Disruptor Rifle is a more realistic colour along with the DEMP-2. There are a few problems however. In the readme it lists the Flechette Launcher as having been re-coloured as well, but when I tried it ingame it just looked the same as usual. Also the grey colouring for the Disruptor and the DEMP-2 does look a little flat. Personally I think it could do with some sections darkening or lightening, to give a bit more variation to the tone of the colour.
Overall though a good little mod here if you want a change from the normal weapon colours on JKA. If you guys like the look of it, give it a download. :)
~Nozyspy~

before(it might for all I know,) I can say this mod is definitely still a nice change for those who dislike the green shield.
The change has already been quoted, and the results are actually somewhat pleasant. It's a definite middle-ground between the green shield and having no shield at all, aside from make a gentle green versus the vibrant green. A small, but welcome utilitarian change.
If you suffer from similar lag problems, or just seek a change in shielding, then seek the altar of downloading.
- Averus Retruthan

are:
[quote]This mod does the following:
Makes sabers brighter (red saber is narrower)
Makes console mystic, yet sublime.
Makes the loading screens mystical.
Makes your shield blue and icey.
average blaster flashes are blue.
Crossbow charge is blue.
flamejets have a blue tent when you move.
makes saber menu pwnage
stars in console are non-existint.
rain is red
lights and the what-not usedon some maps are red
explosions of stuff like det packs are darker
saber damage burn marks and stuff are realy fleshy and bright
dirt is gray
the misty stuff that appears when you push someone is blue
water-splashes and the ripples from you being in water is red (like if you were bleeding)
force-fields have mystic symbols on them
smoke is blue
things like the force boons have different symbols on them (red/blue rebel symbol, tweeked)
the loady-screen when you start it up has a red background
steam is red
removed stupid cursor-box.
minor things like the character menu and force config are mystic like
highlited things are red
background for the bar in mp is red
added different saber trails, packaged seperately for you to use what you like.
there may be more stuff i added, i just can't remember.
[/quote]
I honestly have NO idea what the author was going for here. This seems too much like a cry for attention versus a mod with an actual direction and/or purpose. Granted, there are SOME interesting changes, but that's essentially destroyed in the long run. My suggestion? Start from square one, and plan out a central theme better. There's not many things that qualifies as "mystic" here.
Maybe someone else will get the theme better than I did. =_o If so, give it a shot.
- Averus Retruthan

shade ep3 blades. It seems also the mini icons for the saber colors were changed aswell but then again, I haven't even noticed that untill I read about that in the readme :P It's also worth mentioning that the author is going to release a V2 that will include the rest of saber colors.
So if you haven't got yourself an episode 3 saber blades mod yet and you need one, I guess this will be something for you. Submit bandwith if you like it.
-Schrödinger

hilt model by HOUOU. There isn't much differance between basejka and this, however there are some things that are worth mentioning.
First of all, author forgot to write in the readme that to be actually able to use "/saber" command you need to enable cheats first. After that, you can type "/saber sniper_bh" to get a backhand lightsaber with Starkiller's stance. The animations changed are stance, push, drain, lightning and grip as it would seem. Also I've noticed that grip was renamed into "Telekinesis" which isn't quite accurate (Because in Force Unleashed it's still called grip). The only bug that I could notice was that when you stand on a ledge, the animations go all crazy and weird so avoid those areas.
As a nice finish I'd like to say that if you're a Starkiller fan and need a proper stance and saber mod that will get your JK3 a bit closer to the modern "Force Unleashed" game, you totally need to submit bandwidth for this file :)
-Schrödinger

it doesn't do anything else... just a cool effects mod to tag-team my saber mods
and more recent mystic mod/mystic mod expansion/redone.[/quote]
Now personally I find the authors lack of enthusiasm towards his work rather unpleasant, one should always take pride in their work.
The mod is pretty simple in itself changing the default saber blades into runed blades. It may just be me but the blades seem a little, slanted, for want of a better word. Apart from that one gripe the mod does just what it says on the tin. Not personally my cup of tea but for those of you who like the idea of having light emitted runes protruding from your hilt, drop your bandwidth by the door and move on.
-Sciacca

head out with my T-21.
Now, aside from my violent tendencies when it comes to magical mystical fantasticalness, we have a rather unique mod here. I can almost guarantee that no other mod does everything this mod does, and that may be good or it may be bad. First off: we have brighter sabers, as you can see from the screenshots. To be honest they seem way [i]too[/i] bright to me, and they come off as squarish and ugly. It just looks bad. Second off: It makes the console 'sublimely awesome'; MYSTICAL FANTASTICAL PYRAMIDS AND RUNES in your console, stealin' ur cheetz. You can see in the screenshots. Next, it makes 'loading screens mystical'. What this essentially means is that your splash screen and loading screens will be replaced with garish, pixelated screens rife with pyramids and runes. At least make the image quality enough to not have giant pixels staring out at me and laughing (Specifically on the text). Next it 'makes your shields burn'. I have no idea what this means considering that the shields in JA+ confuse me already. I can only think that touching shields burns.
All in all, if you want a mystical, fantastical mod of miscellaneous effects, download this.
~Laam'inui

Several hours later, he comes to at his computer and resumes typing this review.*
This map will replace your splash screen (The screen that comes up at very start of the game and says 'JEDI KNIGHT JEDI ACADEMY' and contains all the copywrite jargon.), as well as your good ol' unknown map loading screens. The splash screen looks good, though unfortunately to a VERY HIGHLY TRAINED professional like me, I have some qualms.
- The planet looks kind of flat.
- The stars and general space are black and white. Add some color to the vastness of space!
- You never asked me to help you, even though I showed you my past work with space scenes. FOR SHAME, CRAZY, for shame.
- The Font that says 'Jedi Academy' is too funky for me.
MOVING ON, we have the loading screens. Much of the same qualms apply.
- Black and white space Blegh. So bland.
- Funky font.
Well, that wraps this review up. Tune in next time for another exciting episode in the adventures of Reviewer-Man!
~Laam'inui

submitting this. :D
I will admit, this is a first: A mod based off of the Boba's UU. There are many sides to this mod, so I'll break it down into a list.
[b]Loading Screens[/b]
The MP loading screen and the startup screen now feature the words "Ultra Utility", the UU symbol, or both, and have a rather strange background. It looks like cyan lights shining all over the place to me, maybe someone else can give it a proper name. The loading bar now features two UU symbols at either end, with "UU" in the center.
[b]Hud[/b]
The hud is on a similar line as the loading screens, warped cyan lights, the UU symbol, and the words "Ultra Utility". The armor meter is now white, with the force mana meter green.
[b]In-game Menu[/b]
The menu parts are now a darkish teal color, with a few bars turned purple. There aren't any other differences here, so I'll move on.
[b]Console[/b]
The console now features faint text in the center, scrolling down (text moving upwards), and reading "Ultra Utility". The UU symbol now replaces the stars, and does something very interesting. It [i]warps[/i] around as if it was being seen in a mirror that was bending this way and that. Oh, and the whole thing is see-through.
[b]Cursor[/b]
The cursor is now teal, and does something I wasn't expecting when I first looked at this mod. The main cursor is normal, while a second cursor rotates around a point behind the main cursor, resulting in a very cool effect.
[b]Chat Icon[/b]
The chat icon is now the UU symbol. Simple and nice.
[b]Main Menu[/b]
Now this is a menu to be proud of. Following a similar theme, the background is now very fancy, warped cyan lights. In the center, the UU symbol expands and shrinks, while becoming brighter and darker at the same time. At the top, We now see "BobaFett's Ultra Utility". The buttons are the most interesting part: They've all been shifted to the left side, and positioned in a column. Very nice indeed.
There are a few UU symbols and whatnot scattered about here and there, but that's it.
In all, a mod with clear signs of effort put into it. But there is still work to be done, as the author said.
And now, for some advice: Make two versions, one with all the UU references in it, and one without. That way, people have the option to use the awesome artistic sides of this mod without having to be bombarded with UU references.
~Crazy

change to Master Vandar
from KotOR.
2: A gizka will appear on you saber trail! ^^
3: Ancient Magick symbols will appear on your sword
trail. >:)
4: when you get damaged, your shield looks like a
ball of FIRE!
5: slightly fatter sabers! for those of you who
want sabers like corran horns or similar, i threw
that in.
6?: and finally, an extra tidbit with a bit of history.
I've gotten a lot of requests lately to make a 'white'
saber color for my imperial knight skin. when I
asked what color i should replace, he said: Blue!
so, ther you have it Tw1ns P1l1ng, a blue over-
wright sabermod, turning the blue to white! enjoy![/quote]
Well, that about sums up the description. The saber blades that were actually changed now look [i]horrible[/i] to me, and most of the changes seem to scream out "LOOK AT ME! I'M ON DRUGS! HERE IS MY MOD TO PROVE IT!" Ok, maybe that's going too far, but still, they look crazy. Oh, and the shield effect is still the default.
All I ask is... [b][i]WHY!?!?[/i][/b]
~Crazy

but there are those that step far away from said line and thus render the duel music ineffective.
Is this one? Eh...it's debatable, but first, a brief look-through. What we have here is 9 minutes worth of awesome that the author [b]composed himself.[/b] It's primary genre is techno/trance, and that much is evident. The song itself is impressive, but can it push itself over the line into combat-worthy? Well, to check my suspicions, I decided to give it a field test. In a blind study, I dueled with a random subject in an unplanned staff versus staff battle, utilizing this duel music as my audio supplement. Suffice to say, my suspicions were confirmed. This music would be good only for fast-paced skilled fighters(regardless of weapon choice.) My opponent was sadly not very skilled in the use of the staff saber(Fan moar plz,) and as such, the audio supplement was not very fitting for that particular combat situation.
All in all, however, this piece is good to listen to regardless of its combat value or not. I would definitely suggest taking a look at this original remix and enjoy it thoroughly =_=
- Averus Retruthan

purple, with ammo a strange color that I'll leave you to identify. The clan's name, Moog, has been placed on the left side, rather ominously.
Overall, the recolor job is agreeable, with the exception of those hud bases. (You know, the gray, metal portions.)
~Crazy

This is also connected it to a Lugormod clan called Unreal.
As soon as you start up the game you notice the differences, the splash screen right after the game starts to load has been changed, and so has the main menu. The main menu now looks very simple and clean, and is in a nice shade of red. Personally I think it looks great, although the Unreal symbol that keeps quickly moving across the center part of the menu does get a little annoying because it goes so fast! The menu also slowly fades to darker and then lighter shades, which I felt was a nice touch.
The console background has also been changed, so it now features the Unreal logo and similarly the HUD has been changed to feature this logo too, all in that great shade of red. One small thing that I particularly liked though was the chat icon that appears above your characters head when you are typing. It now has two sabers crossed and says in big letters ‘stop’. Now if only the developers of JKA had put something like that in the game to start with, perhaps we wouldn’t have so many of those very annoying chat kills!
Another little think that I noticed which I thought was a cool feature was the cursor, which now has a mostly transparent version of the cursor graphic rotating around the actual cursor. It’s a bit complicated to explain, but once you get ingame you will see what I mean. I just thought that was a cool idea because it adds that bit extra movement to the menu screens. Little details like that can make all the difference when you add them up! :)
Lastly we also have some new menu music, Linkin Park’s One Step Closer. Now this isn’t exactly the kind of music I like, its rather too heavy for me, but it does fit well with the theme of the mod.
Now, things to be improved upon. Mainly I would say that the parts of the menu you see when you co into the controls options, and the graphics options screens, y’know the blue boxes? Well they’re still blue, which doesn’t look quite right since they really should be red (by that I mean the ones in the main menu screen, not the ones you see when your playing). Also that Unreal logo that moves around very fast in the center of the main menu screen gets a bit annoying after a bit... it just moves too fast!
All in all though a well made mod here. If you are a fan of the Unreal games, or are on the Unreal Lugormod clan that this mod is for you! :)
~Nozyspy~

screens, loading screens, etc. Oh, and there's and a re-color or two. All changes are SMALL, with not as much quality as one would think.
Alas, there are a lot of textures included that are unchanged, meaning they simply bloat the file size.
I can't really describe it in more detail. Not something [i]I'll[/i] be keeping, but hey, whatever floats your warship. :P
[i]EDIT: Review altered to make mod's features more clear, sorry to those who were confused...[/i]
~Crazy Assassin

friendly.[/quote]
Not much more to add, get's rid of the background colour and makes it see through to make it easier to see your teammates. I honestly never cared much for the radar and thought it was fine how it was as it doesn't take much space and is clear enough, but if you're wanting a change for the radar for any reason, then give it a download. It's simple but quite effective.
-Dommie Kun

what use the author had for these, I could see these as a good tool to mess around SP with. Take a look in the readme and it'll pretty much tell you all you need to know once you've submitted bandwidth.
- Averus Retruthan

immediately that there was no hard division between the two faces, a true-to-life factor. The eye looks a little weird to me, but I guess that must mean the job was done =_,=. The suit here looks a lot more realistic, definitely suggesting some corroding. Unfortunately, I can't vouch for accuracy here, so I"ll leave that to you all.*didn't bother seeing the movie*
The team skins represent Dent in his stay at Arkham(I'll assume that's an asylum or prison by the color of his attire,) whilst the red team attempts to portray the comic book version of Two-face.
The only bug here was a mentioned one that carried on from the Smith model used, namely the left ear is normal when it shouldn't be.
There's apparently an extra here that changes the stormtrooper into a SWAT Team member. Unfortunately, it just seems to be a desaturated stormtrooper with an icon and a not so great attempt to make the eye slits look like one large visor. Wouldn't say it's the best icing on the cake, but heck, maybe you'll enjoy it.
Eat. Judge. Destroy.
Bot Support:Aye
NPC Support:Aye
New Sounds: Aye
Team Support:Aye
- Averus Retruthan

purple and black bubble, featuring the word…Moog. To be quite honest, I haven’t a clue what the word means, or if it is even a word. :P
But ah well, I still think it looks cool anyway, and I would like to give the author a pat on the back for actually modding the chat bubble. Personally I think that is one small area of JKA that could do with a bit more creativity, perhaps a small icon of a keyboard, or a cartoon chat bubble, or something of the sort would be a cool little mod too. ;)
Anyways, if you guys like the look of this, give it a download!
~Nozyspy~

into, because it is a fairly small mod. However it does make quite a change to your HUD ingame. Of course the main downside here for ordinary users is that this has been designed primarily for use by a particular clan, and it does have the clan name on it. However the name isn’t overly intrusive and there are no big logo’s either. Another good thing is that this comes in multiple colours! We have white, red, pink, orange, green, cyan, blue and black, so there is plenty to choose from! :)
The design itself is clean and simple, and looks nice I think. Although I really think it would be a cool idea if there was a non-clan version without the clan name in there, so that your average player could use it, because I really think it has a cool design.
Overall good work here, but like I said above, I would like to see a non clan version too for the rest of us. :P If you guys like the look of this, or are part of the Mystic Forces clan, then give this a download!
[b]New Textures:[/b] Yes
~Nozyspy~

other duel music mod I've seen out there. The music is called Shredisode IV by a band called Anchorhead. You can take this either way in that it's a good bit of music to duel to or if you're that way inclined, it's good for comical value. Anyway, have a try if you want......you might be surprised, otherwise you might just say 'sod that' and use your Utility or iTunes as you play still :P[/quote]
Well, that pretty much summed it up. The Episode IV theme song is 'altered' into a metal style theme. And, as you would expect, it has the 'metal' voices which appear now and then.
I can't exactly write what it sounds like, so you will just have to give it a download if it interests you.
If you're a fan of metal or are simply interested in what it sounds like, give it a download.
-Dommie Kun

Logo of the BOSS clan is now the little Gem on the bottom corners that holds the HUDS together. The Background has been lightened. The Health has been darkened the Armour & Ammo is now White which does look dodgy against the already light background. The Force has been darkened too!
Overall a darkening and lightening, Simple but i'm sure effective for BOSS
~Rets

changed our much loved drain to Force Choke +_+ This is one thing quite a few people may disagree with as is a Health Gaining Ability for Dark-Siders! But nevertheless its fun to have!
Go Forth and Plunder the Download Button!!
~Rets

Effects
- New Grip Sound + Animations
- Speed trail and Force Push 'Bubble' Removed
- New Force Lightning Sounds + Effects
- New Force Shield Colour (now Cyan/Blue)
- Force Push/Pull Steam effect now less visible.
- New Force Icons
Overall, all of these changes are definitely for the better, especially in the icon department. They now have this very clean and clear-cut feel to them. They're quite a beautiful set of replacements. The only oddity I did notice with them was generally when you used rage and it wore off, there was a white square around the icon which didn't look too good. Then again, name 5 people who actually use Force Rage, let alone use it well? -_-
The grip change was...interesting, I suppose. I wasn't too impressed with the "grip victim" animation, just because it felt too puppet-y I guess. There wasn't enough struggling, plus I'd think the targets arms would be waving around a little more erratically, wouldn't you think? That aside, the new animation looks a lot better, because it doesn't look like you're constantly aiming for your opponents throat, plus it makes it look like a more forced telekinesis, which looks quite entertaining. There's also no more bone-crunching grip noises. Definitely a good change *thumbs up*
Overall, I'd definitely recommend this file to anyone. It's not exactly soul-shattering, but it's one of those mods where one could say: "Oh yeah, that's definitely a welcome change." Give it a shot, and judge for yourself =_=
- Averus Retruthan

interest from some promo
screenshots, since that's the sort of kindly person I am![/quote]
Wow that Project slipped through my dusty brain i've never heard of it. But as the man states this is a good new HUD :)
First of all we'll start with overall. This HUD is a Helmet type HUD to give you the Helmet type of gameplay like in Star Wars Republic Commando but altered a bit. On the Left is Your Saber Style Meter and on the right your ammo and a Purplish thing which i couldn't work out maybe its scenic. Anyway The Force Meter is next to your Saber Color on your right. This HUD is also got quite a bit of neon blue around its edges for a cool kind of look. Your HP Is the TOp Bar and i haven't figured out Armour yet either.
Thus I come to the end of my HUD Review as i am running out of time on this planet so
[b] SUBMIT BANDWIDTH OR PERISH [/b]
I'm not as scary as Averus >.>

The screenshots shall speak the colors for me, as I'm massively lazy to list out colors that people can figure out for themselves(We can do that, correct? ⌐_⌐)
I think my only suggestion for another version would be to try and compact your file. There were a couple instances, namely in the .veh and .npc extensions that I believed you could have just smashed together and made the file that less messy, and I'm more than certain you could have applied a custom skin as opposed to making each vehicle a separate addition. Whilst I can't remember how to do it to save m'life, I'm sure one of our more versed community members in the forums or the comments will help you out on that front =_=.
Overall, a decent toy to play with =_= engage...
- Averus Retruthan

mod working on the Red stance, it acutely is put on to the Staff instead. And even then both blades have to be going for it to even work. Another thing i noticed is the hand isn't closing all the way around the staff, so he's just kinda holding it open handed. The only other things i noticed was the pk3 eather has to be placed in the Base folder, or for me it had to go in to the JA+ folder. Other then the glitch with the hand and the mod working on the staff this mod is still a nice addition to your game play.
~T89T

modest changes.
Basically, the hud has been effectively revamped, given a black background, and all the counter images have been darkened. The corners of the hud now have a biohazard symbol upon them. The end result? Respectably decent. Not exactly one of those "WOW OMG KNOCK MAH OKAPI OFF THE SOUP CAN PLZ" huds, but definitely a good one.
THROW FORTH YOUR BANDWIDTH UNTO ME AND BEG FOR BUMBLEHBEES.
- Averus Retruthan

of the HUD is as the author states the coloured orb that holds the black sun logo. This orb has a shiny effect on it too which indicates theres always light wherever you go which helps fend off the evil beasts of the night. The Author has also tried a metallic effect but it was has been limited due to the fact theres only a tidbit of metal on the HUDs.
The Main area of the HUD which holds your vitals and non-vitals is just coloured which is simple but effective. The Author states theres something wrong with the saber change icon from blue yellow red but i couldn't see any such problems as i cycled through the various HUDs.
Overall a nice scenic HUD change which i'm sure the Black Sun Clan will like.
//Rets

nonetheless which alters your force powers slightly. The Author has changed two. One being force grip which is now renamed in-Game to Telekinesis. The other modification apparently is Force Push.
Let’s start with Force Push. When trying this out I was SHOCKED. The author said he had changed force push by making peoples arms flail wildly when they're pushed down. I saw none of this except the normal Force Push animation. Now onto the force power that does work!
The Force Grip has been re-named to Telekinesis. From the looks the red collection of force that gathers at your hand has been lightened but still looks way cool. Also when you grip someone they flail around like a fish out of water which is good fun to watch until your grip wears off.
Overall this is quite a fun mod for those who like experimenting with their victims so i'll be sure to pass it on to Averus.
To Improve: The Force Push Animation. The Target just falls down as normal. Maybe make them fly with their arms out and legs out like someone was punched by the hulk in the stomach.
//Rets

and female, to sounds from the Matrix. I'll admit I cracked up when Rosh was going on and on being his annoying usual self and Jaden says with Neo's voice 'How 'bout I give you the finger?...'
If you want some laughs then try this out; I think it accomplishes it's lulz goal very well.
~Laam'inui

or for typing messages) to a flat grey colour. The default console is a moving starry background with the Star Wars logo on it, but the main background is a very dark blue colour, which means that black text is hardly readable. This changes the console to a flat grey colour, so now all colours including black are visible.
There is a slight catch however, because now the green colour text is harder to make out. I would suggest maybe darkening the grey somewhat so that the contrast is higher between the colours (but not so much that you can no longer see the black text properly), because for some reason the green text seems to go all fuzzy and difficult to read when placed on a light grey background. And no it’s not just my eyes. :P
Overall though a simple but useful little mod here, you can see the results yourself from the screenshot below, so if you like the look of this and think you would find it useful, give it a download! :)
~Nozyspy~

I've never tried the Sora Model or its sounds. However, I can hope they're worthwhile sounds, as this pack is not. Every sound is fulla background noise, and outright difficult to discern. In most instances, you can't discern how well you're doing against someone who would fight someone using this character with these sounds. They all sound practically the same!
My suggestion? Different tracks, less BG noise, and more diverse if possible.
- Averus Retruthan.

=_=.
http://jediknight3.filefront.com/file/Taspir_Power_Complex_V3;91395
Now, a factor the authors were very keen about was making the map clan customizable. As you can see, a clan has in fact cashed in on it. One Clan Latino has made some additions and crafted their own additions to TPCV3, now making it more to their tastes.
So, case in point, it's a buncha net pictures, and some custom plates. The plates are very bland. Basically an MS paintjob, filling the background with a deep red and then putting fancy letters in different color/font to compensate. Oddly enough, they included pics of some that weren't changed. Ah well, who cares, eh?
In the clan? Know the clan? Wanna get to know and/or get in the clan? GET THIS FOR THE FULL EXPERIENCE THEN =_=
- Averus Retruthan

lists in the readme, including; toning down the force powers to a more reasonable level, and of course making this an NPC pack, with various different kinds of Jaden to choose from. The commands to spawn them in-game are listed in the readme, but for convenience sake I will paste them below too;
[quote] jaden_hm (Jaden as a Human Male)
jaden_kdm (Jaden as a Kel Dor Male)
jaden_rm (Jaden as a Rodian Male)
jaden_hf (Jaden as a Human Female)
jaden_tf (Jaden as a Twi'lek Female)
jaden_zf (Jaden as a Zabrak Female)[/quote]
Note of course that you need to put the line ‘/npc spawn’ before the character (without the quotes), like /NPC spawn jaden_hf and such. Also remember that the cheats need to be enabled before you can use this command.
Well, that just about wraps it up, if you guys like the sound of this mod, then give it a download! :)
~Nozyspy~

sidearm like this, it's much more difficult to steady your aim and bring the sight back onto the target against the recoil when you have nothing to use as a lower limit.
Aside from the ins-and-outs of how to wield sidearms, the only real bug is acknowledged by the author - the floating left hand. As for the stance itself, well, zip through a few episodes of NCIS or Criminal Minds, for good examples. I think it's the sixth episode of Criminal Minds - the sniper episode - where the resident genius is getting a shooting lesson, that's a perfect reference shot right there; I actually used that scene to get reference pics of his Glock, but it'll work for your purposes too. You can also use SWAT4 - that game has realistic motion captures performed by actual SWAT officers.
Often, the wielding hand - in this case, right - is fully extended, whereas the off-hand - left in this scenario - is slightly bent inwards and the hand is used as a cradle in which to rest the butt of the weapon, thus steadying the aim. It's not the coolest-looking stance, but at least you have a significantly higher chance of hitting your target than you would rushing in "Lara Croft super-flying-monkey akimbo style".
Well, nice new stance for pistol-users, but they're so drastically underpowered in this game, I'm not so sure anyone actually does. Oh well. It's the thought that counts!
~ Kouen

second being for a Teras Kasi character from [i]Star Wars Galaxies[/i]. Can't honestly say either are in my recollection, but whatever, you can see the screenshots and judge for yourselves.
However, I should point out what appears to be a fatal flaw. The stances aren't integrated into the meditate sequence, and are just single frames. This means that off the bat they probably won't work without modifying a model's animation.cfg to pick the new 'sequence' in lieu of the default one, and even when that is done there'll be no transition - you'll just skip from one frame to the next.
Still, for someone who has the knowledge to perform the integration properly, this may be worth getting. For the average gamer, well. It doesn't work without doing some modding, basically.
~ Kouen

The mod in itself is fairly simple, since it only changes the saber trail (and the ‘sword trail’ too, if you use a sword ingame).
Very cleverly the author has changed the saber trail, so that when you swing your saber, instead of just a blur of bright colours, you actually get a symbol inside the trail. Now, I have seen saber trail effects mods before, but I don’t think I have ever seen one in which a symbol is visible in the saber trail. The symbol you can see in the trail with this mod is none other than the Star Forge symbol from Knights of the Old Republic, which since I am a big KotOR fan, was a nice surprise! :)
Now, the readme explains that;
[quote] …if your using a sword on server OR in SP then when you swing the elder sign is in your trail.[/quote]
I don’t know what this ‘elder sign’ actually is, and unfortunately I don’t have a sword mod in JKA so I downloaded the first sword mod I could find on JKFiles to test this out. However it seems the one I downloaded didn’t have trail effects for the swords, so I couldn’t test it out. It seems that this wont work with all sword mod’s then, only the ones that have sword trail effects.
Overall, though I could only use the saber half of this mod, I thought this was really cool. I never thought you could incorporate a symbol into the saber trail effects, so I had a nice surprise here. So, personally I think this is a really cool mod based on a very clever idea, if you guys like the look of it too, then give it a download!
~Nozyspy~

Disruptor
It now functions as a Star Wars equivalent to an M4. Fires much faster, bordering on being an automatic insta-hit assault rifle. Ammo usage is drastically reduced.
- Blaster Pistol
Changed into the Bryar Pistol. Infinite ammo. Faster firing rate.
- E-11
Fires faster, the alternate fire uses half ammo.
- Bowcaster
Faster alt fire, lower ammo consumption.
You can say this isn't really significant enough to make a cheat mod.... but ask yourself, now that several of the weapon's firing modes have been rendered obsolete, what's to stop you from always using the power attack? Yeah, yeah, I know....
Suppose the good thing is that these modifications will apply to NPCs, too. So, for all their stupidity, they'll still benefit from your upgrades. Might give them a fighting chance, and it certainly will make gameplay more adrenal, so hey, maybe it's not as bad as it sounds.
~ Kouen

character sounds which have been changed most, are those of everybody’s favourite cannon fodder...Stormtroopers! Stormtroopers, along with Gran, Trandoshan’s, and lots of other characters have received new sound sets, from taunts to death sounds and everything in-between!
It is worth pointing out now, that it seems the main benefit of this mod will be felt in Singleplayer most of all. This mod also works in Multiplayer. But since Multiplayer characters only seem to have one taunt sound, and the other necessary sounds (death, pain etc.) the mod obviously cant replace the same kind of range of sounds that you hear the characters using in Single Player (such as humorous remarks like; “I could sure go for a death stick right now…”).
Another set of new sounds is also included for the Trandoshan’s. Many of these sounds seem to be taken from Republic Commando, which as you may remember featured Trandoshan’s as one of the main ‘bad guys’. Again the sounds have been well used here, and they make the Trando’s sound more scary than ever!
Also added as the death sounds for several characters is the famous [url=http://en.wikipedia.org/wiki/Wilhelm_scream]Wilhelm Scream[/url] (check that Wikipedia link out for an explanation of what the Wilhelm Scream is), which I thought was a very clever idea! :)
All in all then a good mod here, players might find it more useful in Singleplayer because of the large range of new sounds, but it is also cool in Multiplayer since it also replaces some of the taunts and other sounds.
Also, on an important note: [b]This mod works for BOTH JK2 and JKA![/b]
So if you guys like the sound of this mod (no pun intended :P), then give it a download!
~Nozyspy~

stances in JKA to ones that more closely resemble that stances used in KotOR, something I don’t think has been done before.
I think the author explains the changes much better than I could, in his readme, so I will let him explain:
[quote]- Normal standing animation- There are 2 pk3's included in the ZIP. One is the normal standing animation from Star Wars: Knights of the Old Republic. The other replaces it with Darth Malak's standing animation.
- Medium saber stance- replaced with the normal saber stance from KOTOR. Just a 1 frame stance so far. Might continue with the full animation some other time in another version.
- Fast saber stance- replaced with the stance Darth Revan uses when Bastila and other Jedi "fight" him. I thought that was a really sweet stance, so this is when I decided to do this mod.
- Strong saber stance- replaced with Darth Malak's saber stance.
- Dual saber stance- replaced with a stance some may recall Darth Maul using. I think I saw it in a picture somewhere. Its similar to the one he uses in Battlefront 2.
- Choke/Grip animation- replaced with the famous Darth Vader grip where it looks like he's using little effort to crush their wind-pipe.
- Running with saber- replaced with the normal running animation. I thought it looked a lot cooler and more natural.
- Running with dual saber- replace with the normal running animation also. I thought that the default animation looked terrible. Like the player was shaking their hips back and forth like some freak. Looks a lot better even thought saber blade hits ground sometimes.[/quote]
Well I think that explains what the mod does very well. Personally I quite like this mod, since I am always glad when someone brings a little piece of KotOR into our very own JKA. ;)
As you can see from the screenshots the author took, the stances are indeed pretty accurate, and to be honest I think I prefer them to JKA’s default stances. Personally I think though, that it would be a good idea to expand upon this. Maybe try and make a mod that changes the actual fighting styles of each of the saber styles, to something more similar to how they looked in KotOR, but I imagine that would take a lot of work.
All in all though, a nice little mod here. So if you like the look of this mod, or especially are a fan of KotOR, then give it a download! :)
~Nozyspy~

before slicing through the vanguard, Force throwing the squad leader into a woodchipper, choking the officer they were escorting then dropping a target beacon for Rogue Squadron to come in and nuke the area.
Yeh. Tell that nursery rhyme to a baby, and they'll probably call the nearest sci-fi rehab center and have you sectioned.
Achrones wondered why there's no NPC file portraying the main character of Jedi Academy. One of the consequences of having a customisable player character, I'm afraid. But, that doesn't mean a little initiative can't [i]create[/i] a Jaden NPC. And that's what Achrones worked with. Initiative. Well, and NPC Tool and Notepad, obviously.
So, what do we get, exactly? See the screenshot for the visual aspects. The appearance is locked, NPCs apparently don't have the ability to copy your appearance unless they're set to CLASS_PLAYER. We get a staff user, all Force powers maxed, all AI stats at 5 (basically the highest setting), a high-ranked boss-level NPC using Kyle Katarn's NPC class and about ten times as much health as you. He's on your side, by the way, although that's an easy thing to change if you'd rather Jaden was on the enemy team for a bit of Mortal Kombat mirror match (well, not really, since the NPC doesn't borrow your appearance).
What this file does accomplish, however, is the disproval of one of man's age-old theories. Turns out you don't have to be a gymnast to kick your own ass, after all.
~ Kouen

difference. The Flechette sounds have been changed to what appears to be shotgun sounds, which I actually think sounds better than the original JKA sounds.
So if you weren’t that fond of the original JKA Flechette sounds, here you have the answer to your problems!
So if you like the idea of this mod, then give it a download! :)
~Nozyspy~

admitting powerful opposing forces.
This mod is dedicated solely for Single Player purposes, built for those waves upon waves of masses who want to jump in on the key critical prequel battles. Yes, that's right, prequel battles only. Rather despairing for those of us who would have wanted to take on the beastly form of Vader that isn't a total pansy boy. However, I digress; ONWARD TO THE BEEF =_=!
First off, it's time to point the bony finger at the technical issues. First off, practically in every campaign sequence, there's a bit of a saber issue: If you cycle to one particular blue stance, whose name evades me, it locks up your stance cycle choices, pretty much =_=. This may make it a little difficult to fight in some already difficult fights =_=+
A small issue with the hud seems to be that the right saber indicator's "MD" is backwards, but that's easily ignored. One final bug to mention: Quicksaving is not exactly a good thing to do for immersion purposes. Why? Well, when it loads, the model you're playing as will usually screw up unmercifully. Worst instance being in Dooku's. Trust me =_=
Now then, for the actual synopsis and destructive force of this mod. First off, know that this mod is actually presents you with a number of well-scripted and pretty well choreographed battle sequences, complete with clips from the actual movies. The scenes vary in quality and length, depending on what player you play as. That's right, you have the CHOICE to pick between one party over the other. Which character you play will change the scenario to a varying degree. Each scenario contains a bonus mission that you can use to mix things up with >_>!
Behold, the options available to you. Each mission has an Easy, Medium, and Hard setting, which you can view how they affect your battle. For the sake of brevity, I will be referring to the campaign sequences broadly, so as not to spoil the fun, and save my wrists =_=
[b]Episode I[/b]
[i]Outskirts of Tatooine -[/i]This is a decent recreation of the battle between Maul and Qui Gon out in the desert. This one is a little different in the fact that you'll not actually engage your quarry immediately. In both Maul and Qui-Gon's case, you have to go through a varying amount of Tuskens. Qui-gon sadly has to tote a kid along, albeit he's not much of a liability. Personally, I found this battle to be a little lopsided in difficulty =_,= if you don't play fair. For kicks, I decided to fight Qui-gon with Maul on his trademark speeder. Suffice to say, it was quite amusing to watch him perish. Qui-gon actually got the short end of the stick, because he doesn't have many force powers to defend with. Suffice to say, the bonus mission was a rather amusing twist.
[b]Episode II[/b]
[i]Encounter with Count Dooku -[/i]Probably one of the best in the bunch next to the Battle of the Heroes campaign that will be explained shortly. This battle is a relatively accurate battle recreation of the final Episode II lightsaber battle between Anakin, Obiwan, and Yoda, as they take on the malevolently awesome Christopher Lee.....you know him as Count Dooku =_=. Anyway, the only oddity I noticed was some of the lousy repetitive combat action in the cinematic sequences. Otherwise, it's near gold, in terms of accuracy. You'll not be disappointed, except perhaps in the bonus mission, I suppose. Didn't feel very inspired, but I digress.
Allow me to preface by saying that Episode III was sadly the most fleshed out one. This is understandable, seeing as there were more battles, but something tells me more could have been added to the other two (bare minimum being Duel of the Fates.)
[b]Episode III[/b]
[i]Rescue Over Coruscant -[/i]The classic battle aboard the invisible hand. A well-scripted and effectively used scene. At this point, there wasn't much worth noting other than the hefty length: be prepared for some serious hardship when in combat, no matter what side you're on. The bonus mission is an interesting new spin on what could have occurred aboard the Invisible Hand. You would be wise to take a look. Short as it is, it's still amusing to think about.
[i]Engaging General Grievous -[/i] To preface, yes, you will be going up against all four of Grievous's arms =_,= fear them well, or use them well. This battle I found to be rather amusing, particularly in scripting, as there were some interesting little surprises once the battle got underway =_=. Mid-battle cutscene sequences felt a little dry, but fine otherwise. My favorite sequence had to be the final electrostaff combat scene between the two. Nothing more amusing than going staff to staff =_,= unless of course, Grievous feels like taking potshots upon ye. Bonus mission is okay, albeit not great.
[i]Battle of Heroes -[/i]Yes, the ones you EP3 fanchildren have been waiting for =_= *sighs* Suffice to say, this one was probably the most epic, both in scripting, mapping, and cinematics. This battle was pretty much the most impressive, and it took massive works. A rather impressive feat that I noted in the second half of the battle, whilst on the sinking lava machinery, there are bits of ash and lava in the air that hiss against your saber. A nice touch =_,= This one I noted had actual very large differing outcomes, depending on what character you fought as. Whilst playing as Obi Wan gave you the canon ending, an Anakin victory had you...well =_= I'll just let you fight for that. Bonus mission added an odd possibility to the mix of who could attack Anakin. I got exhausted and didn't play through it all, so you will have to find out what happens =_,=
Done with all that? Well then, try out the CHALLENGE MODE! Yes =_= a ladder-esque combat sequence in which you can choose what character you fight as, and engage in a series of battles versus different characters, some of which you don't normally see fight =_=.
Well, this has all been fun and all, but I've finally defeated the bulk of this mod's content =_= not literally, as midway, I decided to enable the convenient "god mode" button to help speed up the process, rather than get slain time and time again. This mod is quite challenging, and will probably give you great pride in defeating everything. I can safely say that the large file size is worth the epic battles you will have =_,=. BANDWIDTH TO ALL, FAR AND WIDE, OR ELSE I WILL REND YOUR SPINE ASUNDER FOR MAKING ME TYPE ALL THIS CRAP IN VAIN =_=
- Averus Retruthan

the grip stance to the push stance (At least, that's what I think it was), and makes the enemies flail their arms when picked up. It was also supposed to change the sound, but I found that the audio file was not working for it.
A simple mod? Yes. An enjoyable mod? Yes. I suggest a download either way. :p
[/quote]Remember that sound file that didnt work? Yep, that's the one. It'll work now.
Other than that, this update makes no changes. Nice for people who downloaded the prior version or want some changes to Grip.
~ Kouen

match up against yours pretty well. I don't know what these things have been taking, but I'm fairly sure the Olympics Comittee forbids them. Er...
Well, to sum it up. Various jawas, most of them giant sized, and all with high enough stats to make them a fairly challenging battle. Various skins and varying differing weapons, it's pretty tricky to describe what you're getting so the best way to put it is to see for yourself.
~ Kouen

stance to the push stance (At least, that's what I think it was), and makes the enemies flail their arms when picked up. It was also supposed to change the sound, but I found that the audio file was not working for it.
A simple mod? Yes. An enjoyable mod? Yes. I suggest a download either way. :p

This file is a recreation of that weapon, of course, and it's a pretty good one at that.
The weapon is pretty accurate from what I remember about it, but I can't really tell for sure since I can't find a good image of the weapon itself, and I can't seem to find my game either. I seem to recall it being a bit more brown or silver, but I could be wrong there, I didn't use Siegfried much in that game...
Anyway, the model is pretty well done. The only thing that looks a bit off to me is the top of the blade, where it sticks out to the sides... It seems to me as if they should be shorter. The skinning is pretty good, too, but I don't really like the way the blade looks on it's own. Since there are no shaders on this either, you don't get anything to cover that up. Of course, you're not likely to notice it at all while playing with the weapon, but it's something I should mention anyway.
So, all in all, a good weapon in general, and a must-have for SC3 fans. I would recommend a download, since the very few things I found to be odd looking were prolly because I couldn't find a good source to compare it to.

very...very...long.
Locked Style: Strong
Max combo: 1
Forced Color: Random
Broadsaber: a thicker, and still a tad longer, lightsaber
Locked Style: Medium
Max Combo: Default
Forced Color: Random
Longknife: about the length of a machette, 2x the width of a regular saber
Locked Style: None
Max Combo: Default
Forced Color: Random
Combatknife: very small saber, less than half of a usual saber
Locked Style: Tavion
Max Combo: Infinite
Forced Color: Red[/quote]
[quote]Commands to use sabers in-game (type in console without using the quotation marks):
Longsaber: \"saber longsaber\"
Broadsaber: \"saber broadsaber\"
Longknife: \"saber longknife\"
Combatknife: \"saber combatknife\"[/quote]As you can see, not exactly balanced with the default sabers, so I wouldn\'t really use them in MP on account of the fact you\'ll be flagged for cheating, so....
Still, they\'ll work as novelty sabers in SP, a new way to slaughter NPCs, if you will.
~ Kouen

colors are fubared =_=. What I wasn't counting on was the rather perplexing textures and shader he tacked onto it @_@;
The colors are more transparent, and basically, you get this whole rainbow color fluctuation as well. They fluctuate rather wildly, so it was hard to actually get good screenshots. Thankfully, timescale saved the day =_,=
Honestly, I find it to be a more =_o *shrug* toy-like item than something you'd keep in your base forever, but who knows? Perhaps it appeases you, the reader, and it makes you want to throw your monitor out the window if you do not receive it. If so, I would highly advise a bandwidth appeasement rite, lest you end up having to pay for broken monitors and windows =_=.
- Averus Retruthan

The saber has a blade that is set with a longer blade, so using this weapon as it is would unbalance the game unless you battled someone with the same length saber.
There's two pk3's in here: one for JO and one for JA, so you can use it in either game, too. Give it a download if you like it.

i took a look at them they looked like any other Episode 3 saber mod. This is just my take at them. I dont see any point to download this mod because the sabers probably look like any other Episode 3 saber mod. If you want, give it a try.[/quote]
And there you have it, lads and lasses. A review for a file written by the author. There\'s nothing here for me to add.
- Jose

author, Horus98, has no idea who this Sith Lord is. I do not, either, but I can guess that he worked as an air traffic controller at one of the many Sith starports around the known SW galaxy. Those things in his hands are definitely not lightsabers, as far as I\'m concerned, but more like traffic batons.
In case you\'re wondering: Yes, I believe this was probably a poor choice of picture. There\'s way too much white space, along with that odd error I mentioned. Sounds are default Raven lightsaber noises. Not very original or innovative, I have to say. I will say, however, that it was a nice effort on his part, and so long as at least one other person enjoys it, then his mission is complete =_=.
*thrusts finger to the sky* The heavens demand that you pass judgment, and bandwidth, upon this file. Why is Averus pointing to the heavens, you might wonder? Not everything in the sky is beneficial and nice =_,=
- Averus Retruthan

economy, which in turn causes inflation rates which own small businesses. Lung cancer and emphysema are a nasty way to go - let's face it, cigarettes own. According to The Buggles, video owned the radio star. My brother got arrested, he's a serial owner. Dude, what are you aiming at, own him already? Okay, I'll just go get my lawyer to draw up the deeds!
Et cetera.
So you see, that when taken out of context, one can easily cause offense just by substituting one word with it's L33tin (read: stupid @$#%£&€ gobbledy-gook #&$%) equivalent. Or sound totally silly, either way not good.
However. This mod probably won't offend anyone, because JA doesn't really spout potentially offensive phrases using the word "kill". But that's pretty much all this mod does. Replaces the term "kill" with "own". Huh, yeah, ownage. Like my big lazy.... Oh. This thing still turned on? >_>
Joke review for a joke file. Please direct any hate mail to our [url="http://www.zombo.com"]customer service department[/url].
~ Kouen

you will have to go download them yourselves. Fortunately, the author was kind enough to put a file with links to the models in the archive also, so there\'s no need to hunt them down. :p
There\'s really nothing more to say here, so I will just take off now. Give it a download if you like it.

one.
Apparently a common complaint with HapSlash\'s Obi-Wan was that the sounds failed to function in MP due to being in the wrong format. This file essentially fixes this by overriding the files with mono .wav format sounds. Basically, it are maketh teh broken soundies worketh again.
If you use the HS Obi-Wan in multiplayer, you\'ll probably want this.
~ Kouen

back, it usually just gets put on BBC2 as filler when someone borks something. I actually have some fond memories of episodes caught in a post-Simpsons can't-be-bothered-to-change-the-channel state of attentive viewing as a kid. Patrick Stewart was surprisingly good at bringing comedic tones to an overall serious role. They certainly got the right guy to play the charismatic captain....
Ah heck. The point is, that transporter effect, despite being relatively early in the whole particle effects didgeridoo, looked cutting edge and very sci-fi, unlike JA's default teleporter effect which basically reminds me of [i]ReBoot[/i]. Now you get that very same TNG teleporter effect for JA, in all it's splendor and glory and above all (for me, anyway) elegance. It's nice, sleek and subtle, unlike Raven Software's equivalent of a green halogen bulb being rapidly turned on then shorting out and exploding in the immediate aftermath.
So, while this mini-mod may be perfect for a Star Trek fan, it's recommended for anyone simply because of it removing the awful (and sometimes headache-inducing) teleport/connect/disconnect effect used in baseJA and replacing it with something visually pleasing and functional. Be warned, however, that scoring over 1500 particles (sweet mother of Iny Fudge! :o ) it's not jackin' around - chances are it will cause some slowdown, 'specially on older/weaker rigs or if many instances of the .efx file are playing at once.
But still. One of the nicer effects mods out there, to be sure.
~ Kouen

forensically inaccurate as procedurals get! Not to mention....
Did it again, huh? Okay. Well. That DNA shizzle is what this saber blade mod aims to look like. It does accomplish that goal to a degree, in that the helix pattern is present and noticable, but it\'s a little rough around the edges, if you get my drift. It\'s a nice blade mod, if not relatively simple, and it\'s definitely something different to all these \"OMFG-100%-MOVIE-ACCURATE!!!!231$1111\" blade mods we seem to get spammed with (ironically, none of them are ever going to be 100% accurate because the blades in the movies have all the consistency of- no, wait, that\'s too gross to say). So, it makes a nice change.
Download it if you want some \"DNA\"-shaped saber blades. Personally I\'ll give it a miss, I use Supercrisis\' Helix Light Sabers blade mod which is much sleeker. But this one is nice too, so you should definitely check it out!
~ Kouen

recorded from SSBB. They\'re all either far too quiet, far too distorted, or generally just far too low-quality for me to consider them worth using, but I\'m not you, am I?
Give \'em a download if you want, just don\'t expect a whole lot. The game\'s background music and other ambient sound effects will likely drown these out entirely, which is a shame, really, because beyond the static it sounds like this would be a decent soundset for Link.[/quote]Also included with this version is a Wind Waker soundpack for the Young Link model.
I wish I could say the quality is any better, but I can\'t. Most of the sound files are over-ridden by some \'pop\' sound, and the ones that aren\'t are awfully static and grind away at your eardrums. Actually, they sound kinda like they were recorded in a similar manner to me holding my 2-in-1 USB memory stick/MP3 player in front of the TV.
Again, download if you want some new sounds for Link. Just be warned they may not be up to the spec you\'re hoping for.
~Kouen

for me to consider them worth using, but I'm not you, am I?
Give 'em a download if you want, just don't expect a whole lot. The game's background music and other ambient sound effects will likely drown these out entirely, which is a shame, really, because beyond the static it sounds like this would be a decent soundset for Link.
~Kouen

me...
[quote]Much unlike the previous version, we now get a mockup of the DF2 title screen added over a scenic background of the Valley Of The Jedi.
However, that\'s all we get. The title bar has not been changed, nor have the buttons, which makes reading the text difficult.
Download if it takes your fancy, but personally, I\'ll stick.
~Kouen[/quote]
Now that we\'ve brought ourselves up to speed, I am to tell you what has changed. Well, the effect one sees upon pressing a button has been made more vibrant and the effect one sees upon bringing one of the many menu options under one\'s focused gaze has been altered to... well, some highlights around the corners. The text is still a bit difficult to read, though. And that, lads and lasses, is all.
- Jose

planet, a bryar pistol in the middle and two lightsabers with badly drawn blades, one on each side.
What more can I say? Some might like it, but I personally will pass on custom startup screens... Give it a download if you want it.
[/quote]Much unlike the previous version, we now get a mockup of the DF2 title screen added over a scenic background of the Valley Of The Jedi.
However, that's all we get. The title bar has not been changed, nor have the buttons, which makes reading the text difficult.
Download if it takes your fancy, but personally, I'll stick.
~Kouen

planet, a bryar pistol in the middle and two lightsabers with badly drawn blades, one on each side.
What more can I say? Some might like it, but I personally will pass on custom startup screens... Give it a download if you want it.

characters become the 'bad' ones, but it also makes some other minor changes, such as only being able to choose a red bladed saber from the saber menu.
To be honest, I personally wasn't thrilled with this mod. I've seen this sort of thing done before, multiple times. However, for those who still play the single player game, and want a slightly new experience, give it a download and have fun with it. I'll wait for another version with more features.[/quote]
Hello new version with new features! What new features, you ask? Why, the choice to play as a cultist, and the ability to launch the game through a .bat file! Doing this execs some cfgs that screw up your settings... I was a bit annoyed that I had to set my video settings back up to the level they were before, not to mention resetting all my controls. It's funny, jump was unbound, and that's a bit important when playing this game... Oh yeah, a lot of the binds were changed to give you full force when you use them, pretty much making it so that you would have unlimited force. Of course, you have to enable cheats for that to work, since they are turned off by default when you start the game.
To be honest, I'm still not thrilled. It's an improvement, yes, but still has quite a long way to go before it is your above average Dark Side mod...

like the games as they are, this won\'t be for you, but if you prefer them to be insane (and not in a particularly good way, but in an amusing and \"mebbe good for a few kicks\" way), you\'ll be interested.
~Kouen

file does in a nutshell. Your Merr-Sonn will now fire TIE Bombers instead of the standard Arakyd 3T3 missile. May not be much good as a high explosive, but on the plus side, it'll give the bad guys a major headache.
~Kouen

Katarn, at your service. Welcome to a day in the life of a Jedi."
taunt = "You think you can take me!?"
taunt1 = "What are you waiting for, an invitation?"
victory1 = "Congratulations."
victory2 = "Nice try!"
victory3 = "I warned you!"
The pack is straightforward enough, if you want Kyle to use the lines above, give this a download.
~Kouen

tint to it. That\'s it.
Honestly, I don\'t see the point, as there is already a red saber in the game. If you really didn\'t like the yellow ones that much, you could have changed it to one of the very many colors not included in the game...
Ah well, you guys might like it. Give it a download and see.

players into a shadowy blob with glowing spots where they eyes would generally be. Included are different pk3s for different colors: black, blue, green, red, white, and yellow.
Not a bad idea, but sadly, I wasn\'t quite impressed with how it actually looked ingame. The shadow stays at the same angle, no matter how the rest of the lighting in the map or on the model is. It is at an odd angle at that, it doesn\'t look quite natural. Of course, one could easily view it as a sort of \'possessed shadow\'. I am reminded of a slightly childish RPG that I once started called Okage: Shadow King, where a boy\'s shadow was possessed, to be honest, but that\'s another story altogether.
Take it or leave it, up to you. Others might not share my views on this, and may like it or dislike it more than I. I suggest a download for personal experience.

switches.
Saber blades are all changed (except red).
Blue = Cyan
Green = Light Orange
Orange = Crimson
Purple = Light Green
Yellow = Lilac(?)
Aside from blue->cyan, those all seem kind of illogical. The green is changed to orange, but there\'s already orange. Purple is changed to green, but if you hadn\'t changed green to orange you\'d already have green, and thus yellow needs changing so you can get purple which wouldn\'t need changing if you didn\'t need green which you would already have if you hadn\'t changed green to orange, and orange is turned to basically, red which is unchanged so you get two reds.... Yeah. If that didn\'t make you dizzy, what will?
Lightning is changed to a yellow color, too. But sadly, thanks to the evil machinations of the Forest Imps, you have no yellow saber to go with it.
All in all the colors look pretty enough, so by all means if you want a change, try this on for size.
~Kouen

specifics on how they look.
All in all, these changes aren\'t for me. I never liked the whole Hello Kitty thing, and to be completely honest, for the longest time I didn\'t even know what the hell it was. But, others may enjoy this mod (If the Hello Kitty Doom3 flashlight was any indication), so give it a download if you like it!

previously appeared to be seagulls.
I had fun with this mod, simple as it is. Slowed my computer down a lot, though, but I am thinking that is because of the 15 other programs I have running at the same time. :p
Anyway, give it a download if you want to hurl some crows at people via the force!

it's a bronzeified version of Desann's saber, with the metal gold, and the spikes a cyan color. What would we call cyan metal? I've never really thought much about that.
I'm surprised this came out as it did, to be honest. If someone tells me they're making Desann's saber gold with blue spikes, I'd probably say "Oh s-". Well, you get my point. It doesn't sound pretty. But, the blue here, while obvious, isn't obvious to stick out like a psychedelic pulse. It looks just subtle enough to work, which would appear to be a decent judgement call.
Overall it doesn't look too bad. If you're a fan of gold and cyan, you may well like this. Bear in mind it does overwrite the default Retribution hilt, though.
~ Kouen

folder.
- Sabers
Last I checked, there were no visible limits on how many sabers you could actually have, but I guess I may have been wrong or I simply never had that many sabers. Even if you were under the limits, though, only twenty or so appeared on the list and the console was necessary for the others. With JA Unlimited, virtually all sabers will appear on the menu (obviously it's not really unlimited, but it may as well be) and there ceiling limit on how many you can have has been turned into the roof limit - 'tis much higher. Higher than I was able to reach with every lightsaber, sword, baseball bat, axe, halberd, polearm, voulge and God-only-knows-what-else I could procure from JKFiles.
Since saber switching via /saber only appears to work in JA+, this is great for anyone not using these mods, since you no longer need to know the .sab designations to load your sabers.
- Maps
Again, you can usually have as many maps as you'll need, but now they'll all show on the menu so that you don't need to open pk3s in Pakscape/PakRat (shout-out for you Maccies out there ;) ), find the bsp name and use /devmap to load your maps. Great improvement in my book, helpful for those who don't check map pk3s by default, or don't know how to.
- NPCs
Now, this one you did have a limit on, and that limit is basically kaput. You can now have as many NPCs as you'll need - again, I'm figuring 65535 being the ceiling limit, but you'll probably never reach that many - without that pesky ".npc extensions are too large!" error in multiplayer. Score one for no annoyances!
- Vehicles
Oh yeah. Now we're talkin'. If you're like me and enjoy going to town with some serious vehicular manslaughter, again, this is the mod for you. No more .veh extensions errors, and the error with .vwp files (which were still at factory limits in the last release) is now fixed, so you can have as much firepower as you need in the base folder.
- Models / Skins
Considering the game can hold as many models/skins as you can use, I always found it kinda dopey that there was a limit on the amount of icons, but that limit is now gone.
- Species Selections
The limit was previously 32. Now, it's... what is it again? 65535 or something like that?
Ain't that quite a resume?
[b]Disclaimers[/b]
► This will [b]not[/b] work in the singleplayer game - source code for the SP DLLs was never released. Strictly MP only, sorry folks.
► Naturally, SP won't work at all if you're over any limits, so basically, my advice: don't put mods in base, make a seperate mod folder for this and dump your files in there, then launch this mod via .bat file. That way you can have as much as you need in MP, without shafting SP.
► Limits are there for reasons, as Kat Angel quite rightly states in the readme. Even though this mod means the game won't object to extreme amounts of mods, please try and factor in how much the iD Tech 3 engine can handle, and how much your computer can handle. If you have too much in your base folder, your game will take ages to load. The more you have, the slower it gets. The less RAM your computer has, the slower load times pass. The slower your CPU, the slower load times will be. You also risk your computer randomly shutting down, restarting, or random crashes by having more than the computer can handle. So, basically, if you never use it, don't keep it, 'cuz the more you got the more strain your system takes.
Please note that since this is the OJP Enhanced version, installation instructions differ somewhat to the baseJA version. At Kat Angel's request, the install instructions will be added into the review.
[b]-Installation Instructions-[/b]
Easy! Simply open up the zip file and dump z_ja_unlimited.pk3 into your ***ojpenhanced*** folder (not base), and optionally include thumbnailshrink_ojp_enhanced.pk3 or thumbnailshrink_more_ojp_enhanced.pk3 with it. If you place the file in your base folder, it WILL NOT WORK with OJP, and may cause base JKA to behave strangely. (Most likely, that means "to crash.") Then start up JA, and you're done!
[b]-End Installation Instructions-[/b]
Right, safety warnings and summaries out of the way, I think we're done here. Overall, great mod for you "pakrats" (no pun intended). If you play OJP Basic and like to use a lot of add-ons, this is a sure-fire winner.
~ Kouen

folder.
- Sabers
Last I checked, there were no visible limits on how many sabers you could actually have, but I guess I may have been wrong or I simply never had that many sabers. Even if you were under the limits, though, only twenty or so appeared on the list and the console was necessary for the others. With JA Unlimited, virtually all sabers will appear on the menu (obviously it's not really unlimited, but it may as well be) and there ceiling limit on how many you can have has been turned into the roof limit - 'tis much higher. Higher than I was able to reach with every lightsaber, sword, baseball bat, axe, halberd, polearm, voulge and God-only-knows-what-else I could procure from JKFiles.
Since saber switching via /saber only appears to work in JA+, this is great for anyone not using these mods, since you no longer need to know the .sab designations to load your sabers.
- Maps
Again, you can usually have as many maps as you'll need, but now they'll all show on the menu so that you don't need to open pk3s in Pakscape/PakRat (shout-out for you Maccies out there ;) ), find the bsp name and use /devmap to load your maps. Great improvement in my book, helpful for those who don't check map pk3s by default, or don't know how to.
- NPCs
Now, this one you did have a limit on, and that limit is basically kaput. You can now have as many NPCs as you'll need - again, I'm figuring 65535 being the ceiling limit, but you'll probably never reach that many - without that pesky ".npc extensions are too large!" error in multiplayer. Score one for no annoyances!
- Vehicles
Oh yeah. Now we're talkin'. If you're like me and enjoy going to town with some serious vehicular manslaughter, again, this is the mod for you. No more .veh extensions errors, and the error with .vwp files (which were still at factory limits in the last release) is now fixed, so you can have as much firepower as you need in the base folder.
- Models / Skins
Considering the game can hold as many models/skins as you can use, I always found it kinda dopey that there was a limit on the amount of icons, but that limit is now gone.
- Species Selections
The limit was previously 32. Now, it's... what is it again? 65535 or something like that?
Ain't that quite a resume?
[b]Disclaimers[/b]
► This will [b]not[/b] work in the singleplayer game - source code for the SP DLLs was never released. Strictly MP only, sorry folks.
► Naturally, SP won't work at all if you're over any limits, so basically, my advice: don't put mods in base, make a seperate mod folder for this and dump your files in there, then launch this mod via .bat file. That way you can have as much as you need in MP, without shafting SP.
► Limits are there for reasons, as Kat Angel quite rightly states in the readme. Even though this mod means the game won't object to extreme amounts of mods, please try and factor in how much the iD Tech 3 engine can handle, and how much your computer can handle. If you have too much in your base folder, your game will take ages to load. The more you have, the slower it gets. The less RAM your computer has, the slower load times pass. The slower your CPU, the slower load times will be. You also risk your computer randomly shutting down, restarting, or random crashes by having more than the computer can handle. So, basically, if you never use it, don't keep it, 'cuz the more you got the more strain your system takes.
Please note that since this is the OJP Basic version, installation instructions differ somewhat to the baseJA version. At Kat Angel's request, the install instructions will be added into the review.
[b]-Installation Instructions-[/b]
Easy! Simply open up the zip file and dump z_ja_unlimited.pk3 into your ***ojpbasic*** folder (not base), and optionally include thumbnailshrink.pk3 or thumbnailshrink_more.pk3 with it (These can go in the base folder if you'd like to use them outside of OJP.) If you place the file in your base folder, it WILL NOT WORK with OJP, and may cause base JKA to behave strangely. (Most likely, that means "to crash".) Then start up JA, and you're done!
[b]-End Installation Instructions-[/b]
Right, safety warnings and summaries out of the way, I think we're done here. Overall, great mod for you "pakrats" (no pun intended). If you play OJP Basic and like to use a lot of add-ons, this is a sure-fire winner.
~ Kouen

folder.
- Sabers
Last I checked, there were no visible limits on how many sabers you could actually have, but I guess I may have been wrong or I simply never had that many sabers. Even if you were under the limits, though, only twenty or so appeared on the list and the console was necessary for the others. With JA Unlimited, virtually all sabers will appear on the menu (obviously it's not really unlimited, but it may as well be) and there ceiling limit on how many you can have has been turned into the roof limit - 'tis much higher. Higher than I was able to reach with every lightsaber, sword, baseball bat, axe, halberd, polearm, voulge and God-only-knows-what-else I could procure from JKFiles.
Since saber switching via /saber only appears to work in JA+, this is great for anyone not using these mods, since you no longer need to know the .sab designations to load your sabers.
- Maps
Again, you can usually have as many maps as you'll need, but now they'll all show on the menu so that you don't need to open pk3s in Pakscape/PakRat (shout-out for you Maccies out there ;) ), find the bsp name and use /devmap to load your maps. Great improvement in my book, helpful for those who don't check map pk3s by default, or don't know how to.
- NPCs
Now, this one you did have a limit on, and that limit is basically kaput. You can now have as many NPCs as you'll need - again, I'm figuring 65535 being the ceiling limit, but you'll probably never reach that many - without that pesky ".npc extensions are too large!" error in multiplayer. Score one for no annoyances!
- Vehicles
Oh yeah. Now we're talkin'. If you're like me and enjoy going to town with some serious vehicular manslaughter, again, this is the mod for you. No more .veh extensions errors, and the error with .vwp files (which were still at factory limits in the last release) is now fixed, so you can have as much firepower as you need in the base folder.
- Models / Skins
Considering the game can hold as many models/skins as you can use, I always found it kinda dopey that there was a limit on the amount of icons, but that limit is now gone.
- Species Selections
The limit was previously 32. Now, it's... what is it again? 65535 or something like that?
Ain't that quite a resume?
[b]Disclaimers[/b]
► This will [b]not[/b] work in the singleplayer game - source code for the SP DLLs was never released. Strictly MP only, sorry folks.
► Naturally, SP won't work at all if you're over any limits, so basically, my advice: don't put mods in base, make a seperate mod folder for this and dump your files in there, then launch this mod via .bat file. That way you can have as much as you need in MP, without shafting SP.
► Limits are there for reasons, as Kat Angel quite rightly states in the readme. Even though this mod means the game won't object to extreme amounts of mods, please try and factor in how much the iD Tech 3 engine can handle, and how much your computer can handle. If you have too much in your base folder, your game will take ages to load. The more you have, the slower it gets. The less RAM your computer has, the slower load times pass. The slower your CPU, the slower load times will be. You also risk your computer randomly shutting down, restarting, or random crashes by having more than the computer can handle. So, basically, if you never use it, don't keep it, 'cuz the more you got the more strain your system takes.
Please note that since this is the ClanMod version, installation instructions differ somewhat to the baseJA version. At Kat Angel's request, the install instructions will be added into the review.
[b]-Installation Instructions-[/b]
Easy! Simply open up the zip file and dump z_ja_unlimited.pk3 into your ***clanmod*** folder (not base), and optionally include thumbnailshrink_clanmod.pk3 or thumbnailshrink_more_clanmod.pk3 with it. If you place the file in your base folder, it WILL NOT WORK with Clan Mod, and may cause base JKA to behave strangely. (Most likely, that means "to crash".) Then start up JA, and you're done!
[b]-End Installation Instructions-[/b]
Right, safety warnings and summaries out of the way, I think we're done here. Overall, great mod for you "pakrats" (no pun intended). If you play ClanMod and like to use a lot of add-ons, this is a sure-fire winner.
~ Kouen

no visible limits on how many sabers you could actually have, but I guess I may have been wrong or I simply never had that many sabers. Even if you were under the limits, though, only twenty or so appeared on the list and the console was necessary for the others. With JA Unlimited, virtually all sabers will appear on the menu (obviously it's not really unlimited, but it may as well be) and there ceiling limit on how many you can have has been turned into the roof limit - 'tis much higher. Higher than I was able to reach with every lightsaber, sword, baseball bat, axe, halberd, polearm, voulge and God-only-knows-what-else I could procure from JKFiles.
Since saber switching via /saber only appears to work in JA+, this is great for anyone not using these mods, since you no longer need to know the .sab designations to load your sabers.
- Maps
Again, you can usually have as many maps as you'll need, but now they'll all show on the menu so that you don't need to open pk3s in Pakscape/PakRat (shout-out for you Maccies out there ;) ), find the bsp name and use /devmap to load your maps. Great improvement in my book, helpful for those who don't check map pk3s by default, or don't know how to.
- NPCs
Now, this one you did have a limit on, and that limit is basically kaput. You can now have as many NPCs as you'll need - again, I'm figuring 65535 being the ceiling limit, but you'll probably never reach that many - without that pesky ".npc extensions are too large!" error in multiplayer. Score one for no annoyances!
- Vehicles
Oh yeah. Now we're talkin'. If you're like me and enjoy going to town with some serious vehicular manslaughter, again, this is the mod for you. No more .veh extensions errors, and the error with .vwp files (which were still at factory limits in the last release) is now fixed, so you can have as much firepower as you need in the base folder.
- Models / Skins
Considering the game can hold as many models/skins as you can use, I always found it kinda dopey that there was a limit on the amount of icons, but that limit is now gone.
- Species Selections
The limit was previously 32. Now, it's... what is it again? 65535 or something like that?
Ain't that quite a resume?
[b]Disclaimers[/b]
► This will [b]not[/b] work in the singleplayer game - source code for the SP DLLs was never released. Strictly MP only, sorry folks.
► Naturally, SP won't work at all if you're over any limits, so basically, my advice: don't put mods in base, make a seperate mod folder for this and dump your files in there, then launch this mod via .bat file. That way you can have as much as you need in MP, without shafting SP.
► Limits are there for reasons, as Kat Angel quite rightly states in the readme. Even though this mod means the game won't object to extreme amounts of mods, please try and factor in how much the iD Tech 3 engine can handle, and how much your computer can handle. If you have too much in your base folder, your game will take ages to load. The more you have, the slower it gets. The less RAM your computer has, the slower load times pass. The slower your CPU, the slower load times will be. You also risk your computer randomly shutting down, restarting, or random crashes by having more than the computer can handle. So, basically, if you never use it, don't keep it, 'cuz the more you got the more strain your system takes.
Right, safety warnings and summaries out of the way, I think we're done here. Overall, great mod for you "pakrats" (no pun intended). If you play baseJA and like to use a lot of add-ons, this is a sure-fire winner.
ClanMod version and OJP Basic / OJP Enhanced versions in the queue, uploadin' em as we speak (type? speak?). No JAE yet, sadly, so there's Kat Angel's next homework assignment. :p
Now, if you don't mind, I'm going to go equip my game with every fighter, bomber, assault walker and tank I can get my hands on. World War III ain't gonna fight itself! :o
Erm. Well. Nuts. I need a catchphrase.
~ Kouen

review:
[quote]Hello again, friends! I've got another flag mod for you! Now now, don't groan, hear me out first. This is not only a flag mod, but it also changes the symbol you see above other player's heads to tell what team they are on!
As you can tell by the title and readme, it changes the teams to Mets vs. Phillies. The quality is the same as the last flag mod I saw, where the logo was just slapped onto a solid background for the flag.
Ah well, if this floats your boat, give it a download![/quote]
So what's new? Well, to quote the readme:
[quote]I added both team names and team flag indicators[/quote]
And that's that. Give it a download if you like it.

tell what team they are on!
As you can tell by the title and readme, it changes the teams to Mets vs. Phillies. The quality is the same as the last flag mod I saw, where the logo was just slapped onto a solid background for the flag.
Ah well, if this floats your boat, give it a download!

paper on a wooden board, held on my magic. If you feel that you've grown tired of your current chat icon and wish for something themed after times long gone (or yet to come, depending on your opinion of fate, predestination and all that) then you might find this to be to your liking.
- Jose

mod, has!
This mod will change the length off all staff sabers in the default game to 40. Included are mods that do the same thing for sabers found in the JA+ pack and Revan Dark\'s Darth Maul staff.
And that is simply that! Give it a download if you want what this mod offers!

flags. The first set has Giants (blue) and Patriots (red), the second has Giants (blue) and Packers (red), and the third has Jets (blue) and Patriots (red). The backgrounds all appear to be a solid textureless color, and the logos are just slapped on top.
I'd recommend seperating each team's flag, so that the downloaders could mix and match as they please, and perhaps adding some actual texture to the flag's background would be nice.
Give it a download if you are a fan of these teams.

only four different skins, but 31 npcs of various jawas. Why, I have no idea. But here they are. And they look bad. We have the \"medic\" jawa, which is your standard jawa with some gray paintbucketed flap and Paint-style airbrushed red lines, there\'s the \"thief\" jawa, which is simply black, there\'s the \"savage\" jawa, which you all probably know and then there\'s the \"wild\" jawa, which is the worst of the lot. It\'s got various colors simply scribbled all over it with no thought to form. There\'s also an extra .pk3 with a white saber blade (replaces the purple blade and looks no better than the jawas) and an extra large staff saber. Why anyone would want this, I don\'t know. But if this strikes a chord of liking in you, who am I to stop you from getting it?
- Jose
[b]Bot support:[/b] Aye
[b]Npc support:[/b] 31
[b]Team support:[/b] Yup
[b]New sounds:[/b] No

baseball movie and even those can be counted on the digits of a single hand), I've no idea what teams these really belong to and what the relations between said teams are. Maybe they're appropriate, maybe they're not, that's for you to decide. So we have the Mets and Red Sox as the red team and Phillies and Yanks as the blue team. Can't have 'em all, so you gotta pick and choose. Happy capturing.
- Jose

one:
[quote]This mini-mod will change the orange saber blade to cyan blade. I added some old force effects I modified, too. Force push/pull will not have the \'blur\' around the person, same with grip (only in SP). I also added JK2 lightning and orange force drain I did once. I edited the saber cores, too. They\'re simple, but they look good in-game.[/quote]
Now, to fill in the holes. This won\'t work with JA+ at all, nor will most of the force effects. It\'s basically most effective in base JA. I really didn\'t notice the difference in the saber cores in their own right, except that they blur pure white when kata\'ing. The force techniques do as they say, but one was left out: Mind trick no longer has the sparkly aura around a person\'s head when under the influence of MT...this change, to be honest, is stupid. Hate to be blunt but =_o that sparkle aura was what made sure that you knew people didn\'t see you. Adding this mod would basically turn MT into a \"shot in the dark\" power. Granted, may add to some challenge, but honestly, I wouldn\'t take chances.
For the majority of you who don\'t use MT, then don\'t worry. This file is still recommended for your bandwidth\'s consumption =_>.
- Averus Retruthan

with less scribbledygook...The second is two fingers held in the air, which apparently means time out in some other area of the world ._.
The colors are listed on the screenshot below. IF ANY OF THESE THINGS APPEASE YOU, SUBMIT BANDWIDTH. If not, DO IT ANYWAY, so I can laugh at you for doing so.
- Averus Retruthan

red team flag with the Empire logo removed and the Oblivion logo pasted in the corner as a replacement.
Second point. Sadly it\'s only been rendered around the outside, not the inside, so a big chunk of the game\'s box is still intact. The logo also looks most pixellated, so I\'m guessing it was taken from a small image and scaled up rather than from a big image and scaled down. Two minor imperfections, but hey, not everyone\'s a Photoshop wiz, right?
This will tickle the fancy of any JA-playing Oblivion fans.
~ Kouen

hostile npcs with jawas. And all of a sudden we have a mod that does just that. Every single hostile humanoid you'll ever meet on your jedi path (with the exception of Rosh) is now a jawa. There is, however, a bug that I found. Since the zip contains a readme for the jawa pack, I'm assuming that some npcs will show up as big white jawa-shaped blobs if you don't have it. Heck, if you find that massacring jawas for kicks is something for you, download it and enjoy.
- Jose

animations, and I honestly can\'t decide whether I like it or whether I think it looks silly. I\'ll have to try it out some more and see! Until then, though, decide for yourself. The author recommends Force pulling/pushing some NPCs to see how it looks. Enjoy!
~Inyri

person to person. What I [i]will[/i] say is that the textures simply seem to have their contrast increased. Whether or not you think this makes the game look crisper or cleaner or simply unrealistic is also subjective. However the resolutions on these textures has not been decreased, like in the last pack, so any performance increases that may have added are no longer applicable with this mod.
~Inyri

Okay, now with that out of the way, let me explain why that's in the least bit relevant - it's what these flags are based off.
Blue team gets the Alliance's lion emblem, red team gets the Horde runic thingy which looks like the inspiration for TESIV: Oblivion's logo. The new flag models, FYI, are not part of the package deal, this is just a retexture of the default flags to have these logos instead of Rebel/Imperial.
You know where the download link is. Decision's in your hands. If your personal preference leans towards Warcraft in general, or you just like the flags, then you may be interested in these.
~ Kouen

that until 1907, Newfoundland was actually a province of England - but it's true in the sense that the Dominion of Newfoundland flag was placed in usage when Newfoundland gained independence in 1907, but then was phased out for the provincial flag in 1934, when the Dominion of Newfoundland became the Canadian province of Newfoundland and Labrador.
Canada sure likes to be confusing, eh?
Anyway, it replaces the blue flag, plain and simple. So there's not much else to say except "O RLY Owl knows where you live!".
~ Kouen

screenshot, although I\'m more partial to Denmark (probably just because I like Hamlet!). Even so, the Finnish now get their 15 minutes of fame! Consider using the author\'s [file=\"87117\"]Soviet flag[/file] in conjunction with this flag mod.
~Inyri

client. It seems to me that, for the most part, the author just rearranged some of the weapon EFX files. For instance the bryar pistol has been swapped with the AT-ST gun, which basically just makes the bolt bigger and fatter. A lot of the other changes are color changes and size changes. Damage and such has not been altered, so even though you have a thermal detonator explosion that fills up the [i]entire map[/i], you still won\'t be damaged unless you\'re close to it. Check the screenshots for a better idea of what\'s changed -- words simply aren\'t sufficient.
~Inyri

flag in the same sentence.
Naturally, since both this and Boogy's Soviet version replace the red teams' flag, you can only use one at a time. Other than that, pretty straightforward.
If you're from Norway, or like Inyri you just think that Norwegians rule, give this one a slot in your base folder for some national CTF pride.
~ Kouen

knew it would happen eventually, right? Well I guess he thought just having the Soviet flag was silly, so he made a Union Jack counterpart to it. He described it now as "Cold War CTF". Could be fun, eh? Now we just need to go find some suitable skins. ;)
~Inyri

This mod basically includes two new skins for the CTF flags, new saber blades, and a pair of new reborn new skins. The skins are almost solid red and solid blue (not quite, but it seems that way). The faces and hands are almost solid green. Not sure why, but they are. Just keep in mind that the reborn new skins overwrites the original. The saber blades seem to just have more color on them and look a bit thicker as a result.
~Inyri

The author said he thought it looked 'cool', although I've never seen anyone who was trying to be 'stealthy' as the author described the gun who would wear predominantly [i]white[/i] gloves, but.... eh. The author's name is on the side of the gun near where the hands are and seems to be unnoticeable in first person view, but fairly clear from third person (if you're looking at the side).
~Inyri

allows you to use the TLC programming language (never heard of it, but that doesn't mean much) instead of the default language the game was programmed in. I suspect it's not really what we're used to when it comes to coding for Jedi Academy, as it seems these changes are run by scripts separated from the regular game materials, but this potentially could make things easier for everyone.
I thought I'd leave the videos he's linked to, to help give a better idea of what this mod can do:
[quote]Guided Missile (With camera in it!) :
Sourcecode : http://www.stalax.net/doku.php/downloads:serverscripts:guidedmissile
http://youtube.com/watch?v=H4JB5yCgGOs
Planting/Defusing a bomb :
http://youtube.com/watch?v=BwQ1Zq1D7WI
http://youtube.com/watch?v=Vh_QH5zXEXc
Fly without wings........ :
http://youtube.com/watch?v=yZE8EK8HGq0
Control a NPC, protect it, and make it come back to it's default position :
http://youtube.com/watch?v=FiM84fXYfeE
Making a client side plugin, with the LMenu feature, to limit the console usage Smile
[url]http://youtube.com/watch?v=ApbuKKe16jw[/url][/quote]Coders/scripters give it a try! Remember to report any bugs you might find with this so the author can improve his work.
~Inyri

leaves tiny chunks of itself behind for a second or two. Alas, it has no such effect on the trip mines and the detpacks. But who uses those, anyway? If you feel that this one strikes your fancy, who am I to stop you from having a wee little peek?
- Jose

them enjoying it that much.
Basically, from what I\'m interpreting from this mod is the ability to run LUA scripts that you create. Suffice to say, I took a brief peek into the constants, parameters, and functions...not much there to be creative with.
For the average consumer, one would get what the author deems an \"instagib\" script. Truth is, it\'s not even remotely close. Basically, I found that the author basically took the hit impact effects of the fully charged scope mode of the disruptor, and applied it to every weapon. How do I know this? Well it becomes blatantly obvious when you simply point your reticle at your target and hit the button. BAM. Instant death, like when my servants jump out the window for displeasing me. The bolt doesn\'t even HIT the target hitbox. Plus, if you have max everything, it\'d take two hits.
In conclusion, I believe that this is a very rough beta, and you should put a lot more work into it, so that it may come off with more appeal to the masses. This would confuse more than entertain.. However, time and effort may disprove me in the future. Give it a look through =_=
- Averus Retruthan

Luke, maybe you want to get this to make it more challenging. The second PK3 makes four hilts accessible that weren't usable in MP in baseJKA: the reborn's, Kyle's, Luke's, and Desann's. Fairly straightforward, and the two bits are split apart so if you only want the hilts or only want the NPC you won't be stuck with the other half.
~Inyri

Green=a Lazer , orange=CandyCorn ,Purple=a U.V_light and yellow=a Bannana with a bite taken out of it.[/quote]Well I'm not sure if I saw exactly the thing he was talking about (with the exception of the red lightsaber blade -- it really does look just like a candy cane) but it is something different, so if that's what you're looking for then have at it. This will change all the blade colors, and each one is fairly different.
~Inyri

Wars, although it'll be more like Clone Wars vs. the Rebellion I guess, since it doesn't seem that the New Republic side has been changed.
Keep in mind that none of the necessary models are included with this pack (to avoid crediting issues) so be sure to download them at the links included in the read-me. This pack includes NPCs for both troops and vehicles, including droid troopers, droidekas, super battle droids, droid fighters, and other similar models.
~Inyri

of the camera *cough*reviewers*cough* this may come in very handy as it does not require cheats to be activated and it does not require knowledge of any console commands. It's just a variety of sliders that are clearly labeled. The menu is basically the pause screen, and as a result you can see the changes as you make them. Very handy for its purpose, to be certain, and much simpler than doing it the conventional way.
~Inyri

that\'s serrated on one side. Add to that the bonus of replacing the usual saber blur with the sword trail and the end result is nice indeed. The author has also modified the colours themselves, there\'s a list of changes in the readme a little ways down the page. Would\'ve liked to have the blade retain some of the color of the core it\'s replacing, though. Would\'ve made it blend better. But as it is, it\'s quite awesome. I noticed one bug. The green blade has some weird issues that result in the effects used for the blades to show through with some pretty bad alphas. It could be simply due to my rather shoddy graphics card, though. As far as bugs go, that\'s the only one I could find. Whether or not you\'re into blade mods, I still suggest you give this a try. Can\'t hurt, can it?
- Jose

the sounds to the public, or what silly/obscene things they feel the need to say in their custom sounds. When I see a mod composed [i]entirely[/i] of home-made sounds I need to prepare myself mentally before trying it out.
I had a feeling this mod would be something fun, though. Either it was going to be awesome or the author was going to be a [i]total[/i] embarrassment to himself... either way, I would be entertained! Well I\'m happy to say -- both for your benefit and for the author\'s -- that this mod is sheer brilliance, is not embarrassing at all (well, I don\'t think it is), and is really [i]really[/i] funny. And, in a way, fitting with the game. You\'ll have to bare with me on that one as it may be subjective. :p
A screenshot could not adequately portray the depth of this mod (mainly because it\'s a [i]sound[/i] mod, duh) so you will have to actually try it out yourself to see what it\'s like. Luckily the file size is very reasonable for a mod comprised entirely of sound files, so if you\'re feeling adventurous I highly recommend it. It certainly cheered me up. Basically all the saber sounds -- ignition, swings, clashes -- are done vocally. It sounds goofy, and it certainly is, but it\'s good goofy and not bad goofy. Some of the sounds actually sound very realistic. This guy might have a future in the television commercial industry!
~Inyri

they appeared in the film. I must say I tend to agree with him, to an extent, although I think he may have gone to the extreme end with his changes.
Basically the blaster bolt has been thinned out. That\'s going to be the big appeal of this mod, although it does make some other small changes, like removing the charge effect from the blaster and reducing the glow. I\'m going to say I think they look a little too thin -- kind of like laser pointers now -- but it\'s really only my preference and this is probably still an improvement in the realism department.
~Inyri

plainly tell, you are given a pack of NPCs that represent a number of Gungan folk. Honestly, the NPCs work, and function, so that covers that. They are of modest means as well, for the most part, so you won't see Gungans leaping at 4000 meters to pursue. The real kicker here is that they use custom weaponry. Why is this good, you may ask Averus? Averus says that there is a link to all the necessities, thus aiding the experience completion. Victory is yours, in the end...if you like Gungans. I didn't care for them much. They remind me of watered down Mudokons. Man, I'd love to chant and possess someone's body...then I could be a slig and gun down insubordinate workers. =_,=
Anyway, PREPARE BANDWIDTH FOR DEPARTURE. OTAH BONGO DEMANDS YOUR PRESENCE IMMEDIATELY.[/quote]
Well =_= fear, FOR A VERSION 2 HAS APPEARED. This pack includes more NPC templates, along with a cybernetic soundset for Jarjar. That's about it in a nutshell. If you enjoyed the previous pack, and/or required more DARK GUNGAN SOLDIERS, then proceed to submit bandwidth =_>.
- Averus Retruthan

with some advertisement for what I suspect to be the author\'s self-proclaimed modding group. Of course it doesn\'t include a mod with it, so I don\'t know why you\'d want to see his modding group\'s name every time you load the game, especially since it\'s pretty random -- some Matrix-y stuff, then like a psychedelic ocean ripple with some text. Use it if you\'re... bored, I guess.
~Inyri

replaced with a little Christmas tree (with blue ornaments, how fitting!) and the red team\'s flag is replaced with a candy cane. Perfect for the season, and lemme tell ya that candy canes are good all year round. Pick these up if you\'re looking to add a little festivity to your next CTF -- or is it CCTF now? :p -- match.
~Inyri

affect however the ingame saber. Maybe some of you will appreciate it, I know I do because I can see the detail on the ingame sabers much better.
The author also made it easier for us placing different pk3s to work for the different mods out there like Japlus, ojpbasic, base ja and forcemod 3.
Ayane Yamazaki[/QUOTE]
Now the author has provided ingame magnify so that if you need to look at your saber hilt while ingame you can do so. Kudos for that. And also sorry for taking this long, problems with pc and isp are a real drag.
[i]Ayane Yamazaki[/i]

however the ingame saber. Maybe some of you will appreciate it, I know I do because I can see the detail on the ingame sabers much better.
The author also made it easier for us placing different pk3s to work for the different mods out there like Japlus, ojpbasic, base ja and forcemod 3.
[i]Ayane Yamazaki[/i]

This will add a plethora of new NPC files for this model pack, so if you were disappointed that the original didn\'t come with NPCs or want to try out a new NPC pack for it, give this one a shot. Details on what NPCs are included are listed in the read-me file.
~Inyri[/QUOTE]
This is the V2 of clone npc pack. If you want to try some more clone like npcs then this pack is for you. A list of all the npcs is included in the readme so give it a look.
[i]Ayane Yamazaki[/i]

away like in the game does. I actually couldn\'t tell much difference. But if you guys can then I\'m sure you\'ll like it. Any mod that makes the game a bit more accurate movie-wise is fine by me.
So what are ya waiting for? Gives this a download if it appeals to you! :D
[i]Ayane Yamazaki[/i]

you can see in the screenshots.
Overall not much here but if you wanted to have these NPCs, given that you got all the pk3s this draws from, then go ahead and get them. Luckily the author has put into his readme the links to all the skins and models you need to get this working so that\'s a plus.
[i]Ayane Yamazaki[/i]

want to use these properly you\'ll need to download those files. It\'s basically your typical super-high-health-kill-you-with-a-big-gun NPC pack (even has a super-sized Jawa called the Jawa King!). Worth a shot for those of you who would rather beat up on Jawas than play against real people. Or maybe you and your buddies just hate Jawas...
~Inyri

this in my base folder. Download this if you are tired of the default crosshairs or if you\'re a fan of the original game. There isn\'t much more to say other than it doesn\'t change color when it\'s on an opponent or enemy as it is already red but other than that if you don\'t mind it not changing colors then this definately deserves a look.
[i]Ayane Yamazaki[/i]

separately. This will add a plethora of new NPC files for this model pack, so if you were disappointed that the original didn't come with NPCs or want to try out a new NPC pack for it, give this one a shot. Details on what NPCs are included are listed in the read-me file.
~Inyri

tell, you are given a pack of NPCs that represent a number of Gungan folk. Honestly, the NPCs work, and function, so that covers that. They are of modest means as well, for the most part, so you won't see Gungans leaping at 4000 meters to pursue. The real kicker here is that they use custom weaponry. Why is this good, you may ask Averus? Averus says that there is a link to all the necessities, thus aiding the experience completion. Victory is yours, in the end...if you like Gungans. I didn't care for them much. They remind me of watered down Mudokons. Man, I'd love to chant and possess someone's body...then I could be a slig and gun down insubordinate workers. =_,=
Anyway, PREPARE BANDWIDTH FOR DEPARTURE. OTAH BONGO DEMANDS YOUR PRESENCE IMMEDIATELY.
- Averus Retruthan

server providers and mp game solo players who dont know how to scale models themseles.
this file includes all yoda and vandar models i am aware of, younglings, SBDs, new nihilus skin and more as well as all old skins.
This is for JA+ servers and it wont work in standart baseJKA multiplayer[/quote]
There you have it. Do with it as you will =_=
- Averus Retruthan

Firing Speed
- No ammo wasting.
Honestly, I wouldn\'t mind the first one, but the second one just takes the fun out of the experience for me. However, there may be some who may find great fun in this. =_= If so, SUBMIT BANDWIDTH. THIS WORKS FOR JK2 AND JK3 AS WELL. (Two PK3s for the choice)
- Averus Retruthan

Japanese for "Evil" or "Shadow". I'm actually a 17 year old white guy from North Carolina.
Now, on to the file...
This mod replaces the splash screens and the console and adds what the author describes as "a Christian theme". Now, I am a Christian, and I must say, I don't see an instance of Christianity in these pictures. The console picture was replaced by a stretched picture of lightning; and the splash screen is just the title of the game and the words "Christian Gamer" pasted at the top. I think it would have been better if you had a picture of the cross, or angels, or something.
Now, the author states in his readme:
[quote]I'm a Christian, and one day I decided I'd make a mod to remind me of it...[/quote]
Let me say that if you are a Christian, you shouldn't have to make a mod to remind you of it. That's what the Bible and prayer are for. But if you like this file, and want to consider yourself a "Christian Gamer" then this file is for you.
~ Ryan (Yami)

console to suit the Twisted Souls Community. I suppose the only thing that concerned Averus was the message"Not just a community, but a family." placed right over two men locked in a rather... suggestive embrace. Incest, anyone? ¬_¬
- Text Messages: For those who still kill things, you now can see new messages. One noted by the screenshot is definitely grammatically incorrect, and the messages, as I suspected, were probably too corny for a number of folk. Whatever floats their boat, I won't argue against.
- Splash and Unknown Map images: Yoda with a lightsaber and text above and below him. Looks good visually, but I'd personally rather not have a wrinkled gnome on my screen while a map's loading.
Don't let my rather biased opinion affect your thoughts on downloading, however XD. Other changes include shield efx and chat icon changes. I personally was not impressed with the mod, but you all may very well think otherwise. I invite you to take a test spin of it for yourself and see if it tickles your fancy. =_= Otherwise, death and doom shall spread out like a blanket on a bed with 95 mattresses.
- Averus Retruthan

author, with text underneath them that says \"World of Jedi Knight\". The only thing is... the drawings have [i]nothing to do with Jedi[/i]. One [i]might[/i] be female Jaden, but the other one is definitely some kind of Elf... probably from WoW, knowing my luck. They\'re pencil drawings, so they\'re pencil on lined paper which may be a drawback for some. The sketches themselves are quite nice, though. Just beware of the misleading file name and check the screenshots before downloading!
~Inyri

and stuff I get, but a clan launcher...? As a launcher it\'s kind of bland, mainly featuring text which is written in a font that I personally think is a little hard to read. The only images on the launcher are a couple of sabers placed right beneath the buttons, which make [i]them[/i] hard to read.
The \'visit LucasArts.com\' link has been changed to direct to the clan\'s website. I guess the idea behind that was that they could advertise their clan, but I think that someone not in their clan would have to download it first and I don\'t know that I really see that happening. :p
~Inyri

altered it to look more like the box art... which is basically a stone wall, if you\'ll recall way back when you still had the box. In mostly unrelated news, I actually found my original box the other day... Anyway, this kind of background is included with some simple rounded buttons and some new launcher music. The only thing I feel it\'s missing is a border around the background to make it look a little bit more enclosed.
The other half of this mod is some splash screens which are replaced with some of the author\'s Jedi Academy artwork, each of which look [i]very[/i] nice. There are three images in total and they replace the loading splash screen, the MP unknown map splash screen, and the SP unknown map splash screen. In case you don\'t care for that kind of thing but like the images, they are included as wallpaper images in the archive at 1024x768 resolution, so they\'re higher resolution than the included screenshots.
~Inyri

work if you ask me.
Basically what this mod does, is creates a console for you to type in so you can say stuff while minimized or something, and look at conversations that might be going on while afk. Also, it logs the game for you, but you have to copy and paste what it logs into a text document.
I did find a little bug. For some reason, when I tried to change the time that the console logs for before refreshing, it came up with an error and closed. So make sure you actually change the time you want it to log for, before executing a console command for any of the listed games in the readme.
Now for installation. Something the author didn't explain, is you need to extract all of the files in the ZIP, into the gamedata folder of your selected game. Well, I had to for JA for it to work, it might of just been me I'm not sure.
Anyway a nice little mod, though if you plan on creating a V2, try to add in more functions.
-|Jorka Sho'Hen|-

of the sabers look a little different from each other. That\'s the only real complaint I have about these - the lack of consistancy. Anyway, check it out if you\'re hankerin\' for a new saber mod.
~AmosMagee

sword as a saber and well this one just dropped into my lap. For a saber I can\'t say much apart from does look like it\'s supposed to (probably because it was just made into a saber file :P). Although it tries to show off a little, it eliminates the saber glow which is a good thing. Also when you swing the saber it produces some kind of.. Well I can\'t describe it, you\'ll see it in the screenshots below anyway. The sound is the typical sword slice that we\'ve come to love/hate from the swords published. Although one thing bothers me. Some of the swords I\'ve tried out when you hit a solid object it bounces off and makes a small ricochet sound. This one just slices through and leaves the saber trail. That\'s the only thing that bothers me about the sword. Apart from that it\'s a good addon and I\'m keeping it in my base. Oh I almost forgot it works in SP as well as MP.
-Mithran-

done about that though, I\'m sure, well, and keep the integrity of the saber. What I mean is, without making it all unfair and stuff, y\'know? Aren\'t there already a few mods out there of Ragnos\' Scepter? Oh well, here\'s another.
~AmosMagee

to do many things, including hitting someone with R2D2. If you choose the dual sabers, with R2D2, you will really pack a punch. I got a one hit kill by doing a rolling stab at someone with him. R2D2 isn’t the only added club though. Macman used the ingame guns, including R2D2, and a barrel. That\'s 12 new ways to hit somone! Macman also used the ingame effects of each weapon, and added it to the club, so when you hit the wall with the DEMP2, you can see one of its effects activated, which is really cool. The only thing I didn’t like, was when I used saber throw, R2D2 loses all of his textures. I hope the author can fix this, cause I would just love to throw R2D2 across a map. :P Be warned, some of the other guns are not good for clubbing someone, especially if that someone has another saber. I tried using the Blaster Rifle Club against a bot, and that taught me how to go into negatives. -_- As long as I have R2D2 however, I will be happy.
New Weapons: Obviously
New Sounds: No
New Effects: No
-Airm

without the curve. They have designs on the actual blade themselves as most blades do, with the curved tip. The only problem with doing a curved tip is, no matter what angle your at, the blade spins with you. Oh well, I will say I like the crispness of these blades. Take some time and check these out.
sidenote.... remember next time to include a readme.
-Lizardking

honestly, I figure as long as you follow his instructions in the readme, or just use the playermodel command, you'll be fine =_=.
By the way, in case you didn't read the requirements, Anakin doesn't come with it =_O
For those of you still left in the dark on this model and wish to try it:
http://jediknight2.filefront.com/file/HS_Anakin_Skywalker;70767
You know the drill =_= and if not, you'll certainly meet the drill =_,= AHAHAHAHHAHAHAHAHAHA! *folds arms and disappears*
- Averus Retruthan

alive and kicking. As you no doubt have guessed, this is a reskin of potentially one of the best known fantasy swords in existence: the Master Sword from the Legend of Zelda series.
There have been many renditions of this sword over the years, from the pixellated NES and SNES versions to some pretty cool 3d variants. This particular replica is meant to represent the Master Sword as seen in the 2006 game Twilight Princess. From what I\'ve been able to gather, the skin is relatively accurate. Not perfect, but more than passable. The actual [i]model[/i] is a little... ginormous, and not 100% accurate, but that\'s no fault of this author nor is it anything that can be changed through a skin.
Not a bad replica. Using what was available, I\'d say it\'s pretty close to the original and would make a fine addition to any Legend of Zelda collection!
~Inyri

because I don\'t think the stances and new/changed anims really flow together very well.
My main beef with this is that when you swing it seems to start out in the default animation, but then choppily switches to a newly defined anim and it doesn\'t look very realistic. I did like all the new stances, though, which look very nice indeed for the most part.
Of course a lot more has been changed than just saber stances and a couple of swings, and I didn\'t have a chance to test this mod out to its full potential (since the read-me is a little vague on the specifics). It\'s also fully compatible with both JA+ and OJP, so that\'s another hilight that might make this work grabbing for some of you! I strongly encourage folks to give this a try, test it out to see how much it changes, and leave comments on your favorite parts. That was we can all find out just how far the rabbit hole goes. ;)
~Inyri

and tears he's put into this mod on our behalf.
For those of you who have never experienced JAE, I shall leave a short description, written by the author:
[i]This mod was created initially for the Jedi Academy. The JAE Mod is a server-side only modification designed administrate a server with ease. It is loaded with Admin Commands, Client Commands, Server Options and cVars; Extremely modified to meet any clans and admins expectations. This is truly the only mod you will ever need to get that doesn't alter the normal game play of Jedi Knight: Jedi Academy®.[/i]
All the features and commands are listed in the lengthy HTML read-me, so I won't go into detail on those. I will, however, list the changelog for you:
[b]Version 1.02[/b]:
[list][*]New CVar g_mAdminLoginControl allows specific settings for restricting the clients that are authorized to enter your server without the hassle of altering passwords all the time. Great for clan servers.
[*]New Saber Damage Amplifier CVars - to fully adjust your saber combat to the extent it needs should you prefer a different feel to your server.
[*]@ allows you to do admin chat directly from any chat mode.
[*]Time can now be tracked during private duels.[/list]
[b]Version 1.01[/b]:
[list][*]Refactored some code having to do with the saber damage cvars.
[*]Linux Makefile has been revamped to mirror the one originally created by Raven Software. Raven Makefile is also included with the source code.
[*]Project has been upgraded to compile in Visual Studio 2005. VS 2002 and 2003 projects still exist.
[*]Over 10 new bugfixes applied from authors in LucasForums. Author credit is commented in the code.
[*]New emsit4, emsit5, and emsit6 emotes so you can sit proper in those chairs. That is a total of 20 emotes in all.
[*]New g_mPSayMode CVar to control the location of the private chat messages.
[*]New warning system based on the idea introduced by MultiPlayer Xtra mod.
[*]Re-added g_mSaberDMGIdle and g_mSaberDMGThrow CVars to better control the saber system should it deviate from basejk.
[*]New CVars g_mDuelTimer and g_mDuelTimerWait to control the waiting period a client needs to wait between another private duel.
[*]New Cvar g_mBanFile to signify the name of the file you want to save the banned IP addresses in.[/list]
[b]Version 1.00[/b]:
[list][*]Source Code available via Subversion
[*]Built off of the Jedi Academy Mod for Jedi Knight: Jedi Outcast.
[*]New documentation rewritten and verified in XHTML 1.0
[*]Rank name automatically appended to names for chatting.
[*]Admin levels use shared command names.
[*]All new emotes
[*]Custom chat colors
[*]Fixed buffer overflow in amsay.
[*]Completely refactored code base to increase speed and overall optimizations.
[*]New commands !about, !license to view the terms of the software.
[*]Fixed security issue with viewing the rconPassword using the mvstr command.
[*]Windows binaries and Linux shared objects are packaged together.[/list]
Lots of good features and updates for a mod that's already proven its worth in the community. Hopefully this will indeed be the last needed update for the Jedi Academy Empire mod!
~Inyri

effects to the table, there\'s no chance that there isn\'t something available for you to drool over.
The following new Force lightning variations are available in this pack:[list][*]Force Ifrit[*]Force Ifrit 2[*]Force Shiva[*]Force Shiva 2[*]Force Bat[*]Force Bird[*]Force Ivy[*]Force Death[*]Force BeamZ[*]Force Ice[*]Force ElectBlue3[*]Force ElectRed3[/list]Some of these are really cool. My favorites are the Shiva pair, Force Ice, and Force Bat. Each variation features its own sounds that really polish off the effect. And if you want the whole nine yards, make sure to grab the skins that go with each Force lightning variant (for instance Dracula goes quite well with Force Bat). Not a bad compilation, if I do say so myself, and not something we get a chance to see modified to such an extent very often. Well, never actually! So good work to Tobe, yet again.
~Inyri

most of the weapon textures were darkened, blackened, or desaturated. The flechette was probably the only weapon of interest, as it seemed to have adopted a little bit of green spatter. What for, I cannoy say, but I will not inquire further.
Bandwidth or not to Bandwidth; this is the intended question that you must answer for yourself =_=.
- Averus Retruthan

call a Lightsaber. If you look in the top right and left hand corners of the Start up screen, you can see Lightsaber blades. Also the sounds included are the ignition, hum, and deactivation of a Lightsaber. Graphical wise the colors seem to clash a little in places, though good effects are used.
The author has also included a few other variations of the start up with different Lightsaber colors in the top corners. So basically, if your more of the Dark side then you can use the red version, or if your more of the Light Side then there\'s Blue, Green, Orange etc..
If you like Lightsabers, I would say this is for you!
-|Jorka Sho\'Hen|-

use this against Tavion, sometimes your game will crash.
To the author, next time I suggest taking out the saber blade so it is just the scepter itself, and maybe include a version that dosent overwrite a base saber model.
Not really something I would personally use but maybe some of you can find some use for it.
-|Jorka Sho'Hen|-

when I loaded the game (see screenshot 2). This mod is composed of a bug, basically. It looks like the author had a good idea to work with, but apparently saw it in its bugged form and said "Hey, that looks neat" and left it. Not what [i]I[/i] would have done... but to each their own.
So basically the saber is not rectangular and... well it's actually quite hard to describe, I find. Looks kind of weird to me, seeing as how I wouldn't normally want to go bashing someone over the head with a glowy white rectangle (I prefer sharp objects to blunt ones -- less messy). My advice? Go back and fix the bug and see what it really would have turned out to be. :)
~Inyri

theme, I\'d say that it\'s celestial. Stars make up a pretty large portion of the launcher, visually, which are framed by two sets of red and blue flame-looking things. The words \"Jedi Knight: Jedi Academy -- Let the Adventure Begin...\" sit just above the buttons, which have a kind of cool wavy line overlay when you mouse over them. No new sounds though, which is kind of disappointing because I think with a little net surfing some cool and fitting sounds could have been obtained to really add that extra special something to this launcher. Otherwise it\'s neat, though. I\'d do a little more with the text though, personally.
~Inyri

a black background, with, as I stated before, a Halo 3 logo on it, though it looks pixelated. The buttons are easier to read than the ones on the SG startup screen were, but some areas still sorta blend in. It comes with new sounds, but they are so quiet for me that I hardly even noticed they were there at all.
Anyway, it\'s a simple screen, which I guess achieves it\'s purpose of bringing \'a little touch Halo to JKA\', if by that you mean throwing the logo on the startup screen. Give it a download if you want...

background. Those two things combined make the buttons hard to read, which is quite annoying if you don\'t know what they are in the first place. There are new sounds for the screen as well. They are quite long, though, and make me wonder why something like that would even be needed...
Anyway, give this a download if you want to...

around a very interesting concept.
The HUD itself seems like a fairly faithful replica of the original. There are some very minor inconsistencies when compared side by side, but it\'s nothing you would ever notice. The only issue I have with this HUD is that it absolutely lacks any indication of your saber style. Which may prove to be a big downside in some duels, especially if you want to surprise your opponent with a sudden uppercut, and you don\'t know if your using the strong or fast style without giving it away.
Overall quite a nice HUD, and if you don\'t mind the lack of saber style bar, or a random face staring back at you, mocking you, laughing at your misery, then give this a download.[/quote]In this version the major update is the inclusion of the saber style indicator, which was originally missing. Just be warned that the blue style indicator is a little hard to see as it blends in with the blue background, but the style indicators are functional. There is also a second version of the HUD that includes a grey version of the blue bar -- there are no issues seeing the blue saber indicator here.
A simple tutorial has also been added to let users know how to customize the HUD for their own personal use. Want to change the picture shown in the HUD? This is your chance! The author has also promised to provide assistance to those who are unable to follow the tutorial, so take him up on his offer if you need to. :)
~Inyri

it first!
I will say, first of all, that this mod comes highly recommended by Averus. It changes quite a bit, and just to irritate you even more, I will say this much: READ THE README FOR THE LIST OF CHANGES. Suffice to say, there are some that apparently he didn\'t mention. At least one Gran sound came from Dark Forces O_o which is ironic, because I\'ve been playing that.
Anyway, I will mention one bug that I caught unwittingly. In singleplayer, the gunfire sounds don\'t seem to play for the changed weapons. Other than that, the mod\'s fine. I will point out that I love the sniper zoom sound O_,o it\'s quite malevolent, and I will definitely punch an unsuspecting child in celebration.
Overall, my words do no justice to this mod. I suggest reading the readme, looking at the screenshots, and see if this would be of any use for you. If you use gun mods, probably not. However, this is definitely worth an inspection =_=
- Averus Retruthan

and not all on it\'s own. No, this is more of a HUD pack.
Based on a HUD from World of Warcraft (Or a mod for it, mebbe? I dunno, I don\'t play WoW), this places all the information you might need right around your player, with the exception of the ammo counter, which is at the bottom towards the right. There are six variations on the same HUD, three of which show the shields, and three of which do not. In the three of each type, there are variations on transparency. One fully visible, one with 50% visibility, and one with 50% visibility with 75% visible edges. It was nice, I guess, to have the choices, but it can be a bit annoying to have to choose between em all. :p
The HUD is now changed so that there are two crescent shaped bars on each side of the player in third person view. On the left side, the crescent is split into armor (At the top) and health (At the bottom), with the counter at the top and bottom respectively. On the right side is the saber style at the top half of the crescent, and the force bar for the bottom half. There is no counter for the force bar, which can be a bit annoying at times. This HUD does not really work for first person view, and it can seem to get in the way at times even in third person view. However, it is done well enough.
So... Give this a download if you like the looks of it!

detail =_,=
To begin, this is naturally an administration mod, definitely most powerful and most malevolent.
[b]Here are some features you can do as a player:[/b]
- Jetpack: Pretty basic stuff. Can be rid of as well
- Every admin function you could do in JA+, minus telemark (that will most likely mean something to JA+ users..)
- Grapple: While you won't be able to swing around and keep hung around like you could in JA+, I will say that this version of Grapple could be comparable to a Spiderman webslinging type of grapple. T'was quite fun to shoot across the map in such grace.
- Multiple and pretty nice emotes
- Drop your weapons(huzzah =_=)
- Engage in four types of duels: Force Duel, Melee Duel (200 HP/fists), training duel(the only duel you can choose to end), and the regular old duel.
- Change your chat color with /chatcolor
/ignore people
and more =_=!
[b]Admins will get to do this:[/b]
- Teleport
- Slay
- My favorite, Insult Silence: =_,= instead of being silenced, one gets to insult themselves, in whatever manner the server pre-defines.
- Adding weather effects, map objects, and visual effects to the map in real time.
and quite a lot more =_=
Hopefully that list will have whetted your appetite slightly. If not, the roar clan has an online wiki manual that can be reached in the tools section of the clanmod folder.
Overall, this mod is not one to be passed up. It has so much one could do, and there's virtually no competition between this and JA+. I would say that this mod will undoubtedly become a hit, should anyone choose to make the change. The power is nothing short of malevolent, and honestly, if my rambling hasn't convinced you, perhaps the screenshots will.
SUBMIT BANDWIDTH IMMEDIATELY! =_= *destroys planets*
- Averus Retruthan

little minimod that allows you to open a new menu to choose any song from the game that you want, instead of the music of whatever map you are currently on. It\'s great for those of you who don\'t listen to your own music ingame, as I normally do. It\'s even good for those of us who do, but want to listen to the ingame music for a change, as I occasionally do.
Anyway, give it a download if you like this as much as I do. :p

nothing much to say about this mod other than what the author has already mentioned:
[quote]replace the default blade with a white line[/quote]
He\'s done exactly as he has said. At first, I thought I didn\'t notice any difference, but there is one, most definitely.
Submit bandwidth if you are appeased by this offering =_=
- Averus Retruthan

[file=\"53471\"]Clones Ultima[/file]. The NPC\'s are pretty simple, all following the same basic format with very little to no boosting of stats. You will need the original files to use these NPCs, so check the read-me if you\'re missing any of them.
~Inyri

get me wrong, I love updates. I love fixes. And that is most certainly what it is. It isn\'t so much a new version as it is another fix.
To save some time, and a lot of space, I will just link you guys to the previous file so you can read the reviews: [url=http://jediknight2.filefront.com/file/Dark_Force_Mod_Final_Fixed;75130] Dark Force Mod Final (Fixed)[/url]
So what\'s been fixed? Well, the readme states it quite well, but the most notable ones are these: You can now use custom content, unlike before when they weren\'t allowed, some general effect tweaks, and a bunch of little npc problems have been fixed.
The playermodels are still bigger than normal, which can be a bit annoying at times, and the first person view still doesn\'t work quite right with a lot of models, but still not a bad little mod. What I would really love to see is an option to control player size, and mebbe an option menu to control some of the effects in the game...
If you love totally one sided mods where you can blast all your enemies into oblivion without so much as blinking (I\'m looking at you, Averus :p), then give this a download!

adds/replaces a whole bunch of skins with their Xena or Hercules counterparts. Don't ask me why Luke=Hercules or why the rebel pilot is now a Mon Mothma reskin that still has a man's voice... these details are beyond me. What I do know is that I apparently didn't watch Xena long enough to know who all these characters are, or what they're supposed to look like.
I do know what Xena and Hercules are supposed to look like, though, and I can tell you right off the bat that no base assets model is going to be able to capture either of them... and I wasn't too far off. Most of the skins here actually are a little off, mostly because the faces are one notch down from blasphemy. It's like the author put a [i]lot[/i] of effort into [i]adding[/i] all this stuff, but very little into [i]refining[/i] it. Most of the faces are not quite lined up -- a lot of the mouths don't match the mouth on the model, so when they talk they look silly -- and a lot of skin tones between meshes don't match. And don't even ask me why you would skin an arm texture over a poofy sleeve. [i]That[/i] one I can't begin to fathom.
Long story short, this needs a lot of work and a lot more attention before it's playable in an enjoyable fashion. As a big Xena fan myself, I'd love to see a great Xena skin. The one here only has a passing resemblance to Lucy Lawless, which is for me at least a big disappointment for what could be a very interesting mod, if the author would take the extra time, work out the kinks, and really place the appropriate emphasis on the details. The big picture is all good and fine, but without the details it's more of a sketch than a portrait.
~Inyri

to [i]me[/i] I can see how people would heartily disagree with me. The name of the song is Spider Mastermind, and you can find the original version [url=\"http://hellonearthsound.altervista.org/media.php?artistname=neurological&id=media\"]here[/url].
I do hate duel music mods, though, because it\'s impossible to review them. People will either like it or they won\'t like it, and there\'s not much to say about its compilation... since it\'s just an MP3. Ryojin [i]did[/i] apparently modify it so it loops a little nicer, so that\'s a pleasant surprise. Give it a try if you\'re a fan of the Doom series.
~Inyri